Yuchen Zhao, Terra Mae Gasque, R. Winstead, Kevin Tang, Drew J Busch, Marian Dominguez-Mirazo, J. Murray
Dino-Store is a persuasive game that was designed to use gamification way to communicate with people and raise awareness on COVID-19. The game’s setting is grocery shopping and the mechanic indicates that how different protection strategies, such as wearing mask, keeping social distance can affect people’s infection chances in the COVID-19 pandemic. This paper will break down how the game designed by merging concepts from persuasive game models and uncomfortable interaction theory to create an engaging, but stressful experience for the user.
{"title":"Shopping in a Pandemic: A Persuasive Game for COVID-19","authors":"Yuchen Zhao, Terra Mae Gasque, R. Winstead, Kevin Tang, Drew J Busch, Marian Dominguez-Mirazo, J. Murray","doi":"10.1145/3450337.3483450","DOIUrl":"https://doi.org/10.1145/3450337.3483450","url":null,"abstract":"Dino-Store is a persuasive game that was designed to use gamification way to communicate with people and raise awareness on COVID-19. The game’s setting is grocery shopping and the mechanic indicates that how different protection strategies, such as wearing mask, keeping social distance can affect people’s infection chances in the COVID-19 pandemic. This paper will break down how the game designed by merging concepts from persuasive game models and uncomfortable interaction theory to create an engaging, but stressful experience for the user.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126911468","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}
Melissa J. Rogerson, Joshua Newn, Ronal Singh, Emma Baillie, Michael Papasimeon, L. Benke, Tim Miller
More than 18 months after it was first identified, the COVID-19 pandemic continues to restrict researchers’ opportunities to conduct research in face-to-face settings. This affects studies requiring participants to be co-located, such as those that examine the play of multiplayer boardgames. We present two methods for observing the play of boardgames at a distance, supported by two case studies. We report on the value and use of both methods, and reflect on five core concepts that we observed during the studies: data collection and analysis, recruitment and participation, the temporality of play, the sociality of play and material engagement, and the researcher’s role in the study. This work highlights the different considerations that online studies generate when compared to in-person play and other study methods. Future work will present an in-depth discussion of the findings of these studies and present recommendations for the adoption of these distinct methods.
{"title":"Observing Multiplayer Boardgame Play at a Distance","authors":"Melissa J. Rogerson, Joshua Newn, Ronal Singh, Emma Baillie, Michael Papasimeon, L. Benke, Tim Miller","doi":"10.1145/3450337.3483485","DOIUrl":"https://doi.org/10.1145/3450337.3483485","url":null,"abstract":"More than 18 months after it was first identified, the COVID-19 pandemic continues to restrict researchers’ opportunities to conduct research in face-to-face settings. This affects studies requiring participants to be co-located, such as those that examine the play of multiplayer boardgames. We present two methods for observing the play of boardgames at a distance, supported by two case studies. We report on the value and use of both methods, and reflect on five core concepts that we observed during the studies: data collection and analysis, recruitment and participation, the temporality of play, the sociality of play and material engagement, and the researcher’s role in the study. This work highlights the different considerations that online studies generate when compared to in-person play and other study methods. Future work will present an in-depth discussion of the findings of these studies and present recommendations for the adoption of these distinct methods.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"245 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124298676","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}
This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI.
{"title":"Investigating Player Experience in Virtual Reality Games via Remote Experimentation","authors":"Ivan Ip, P. Sweetser","doi":"10.1145/3450337.3483462","DOIUrl":"https://doi.org/10.1145/3450337.3483462","url":null,"abstract":"This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"49 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123452073","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 team sports, decision-making is defined as the tactical choices that players make based on their understanding of the current situation. Previous studies have developed virtual reality prototypes to train decision-making. However, the training of decision-making skills for professional Australian Football League (AFL) players is still unexplored. We are collaborating with AFL specialists to validate components of decision-making training prototype that would benefit their athletes. The study proposes design guidelines for a virtual reality experience for decision-making training for AFL players based on the result of the decision-making training experiment using the prototype developed. This paper presents the work in progress, covering preliminary results from a prototyping workshop investigating the design and future deployment of a virtual reality prototype. Among the current findings, we identify the importance of spatial awareness and propose methods to elevate the spatial awareness of AFL players inside the virtual reality space.
{"title":"Developing Design Guidelines for Virtual Reality based Decision-Making Training for Team Sports","authors":"F. Farizi, Thuong N. Hoang, S. Bangay, S. Greuter","doi":"10.1145/3450337.3483477","DOIUrl":"https://doi.org/10.1145/3450337.3483477","url":null,"abstract":"In team sports, decision-making is defined as the tactical choices that players make based on their understanding of the current situation. Previous studies have developed virtual reality prototypes to train decision-making. However, the training of decision-making skills for professional Australian Football League (AFL) players is still unexplored. We are collaborating with AFL specialists to validate components of decision-making training prototype that would benefit their athletes. The study proposes design guidelines for a virtual reality experience for decision-making training for AFL players based on the result of the decision-making training experiment using the prototype developed. This paper presents the work in progress, covering preliminary results from a prototyping workshop investigating the design and future deployment of a virtual reality prototype. Among the current findings, we identify the importance of spatial awareness and propose methods to elevate the spatial awareness of AFL players inside the virtual reality space.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123290316","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}
R. Wittrin, Volker Tolkmitt, Ephraim Linke, C. I. Steiner, Maximilian Eibl, M. Ritter
In recent years, and especially in times of distance learning, Serious Games have become a viable alternative to conventional teaching methods. The positive effect of Serious Games on learning motivation and learning success has already been confirmed in many studies. At the same time, educational institutions and companies are becoming more open to the use of digital Serious Games. However, the development of these games is a great challenge, because aspects of Game Design as well as aspects of Learning Design have to be included in the development. Therefore, it is important to identify deficits or optimization potentials regarding both aspects in the early stages of development already. This study uses an example to show possibilities for identifying optimization needs in early development stages and proposes improvement measures in the field of Game and Learning Design using a prototype as an example. The prototype was tested by five lecturers of the same subject domain and assessed in terms of content and didactic suitability for teaching. In addition, an AttrakDiff evaluation was performed. The results are indicative of early stakeholder involvement contributing to an effective identification process of optimization needs even in early development stages of Serious Games.
{"title":"Identifying Optimization Potential in the Field of Learning and Game Design by Using the Example of a Pre-Alpha Prototype of “Arctic Economy”","authors":"R. Wittrin, Volker Tolkmitt, Ephraim Linke, C. I. Steiner, Maximilian Eibl, M. Ritter","doi":"10.1145/3450337.3483476","DOIUrl":"https://doi.org/10.1145/3450337.3483476","url":null,"abstract":"In recent years, and especially in times of distance learning, Serious Games have become a viable alternative to conventional teaching methods. The positive effect of Serious Games on learning motivation and learning success has already been confirmed in many studies. At the same time, educational institutions and companies are becoming more open to the use of digital Serious Games. However, the development of these games is a great challenge, because aspects of Game Design as well as aspects of Learning Design have to be included in the development. Therefore, it is important to identify deficits or optimization potentials regarding both aspects in the early stages of development already. This study uses an example to show possibilities for identifying optimization needs in early development stages and proposes improvement measures in the field of Game and Learning Design using a prototype as an example. The prototype was tested by five lecturers of the same subject domain and assessed in terms of content and didactic suitability for teaching. In addition, an AttrakDiff evaluation was performed. The results are indicative of early stakeholder involvement contributing to an effective identification process of optimization needs even in early development stages of Serious Games.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"156 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123095959","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}
Barbara Göbl, Suzana Jovicic, Natalie Denk, Simone Kriglstein
Digital games are playing an increasingly important role in today’s youth culture. Related phenomena, such as Let’s Plays and e-sports are consumed by numerous adolescents but are also becoming increasingly prominent as career choices. This paper presents the results of a group interview with experts in the field of digital gaming and embeds the findings in a project that aims to elaborate pedagogical potentials of these practices in a school context. Our participants provide insights into their careers and, based on their experiences, discuss possible barriers to Let’s Plays and streaming in the pedagogical field, but also elaborate on competencies that can be strengthened through the creative, self-determined creation of gameplay-based media.
{"title":"Let’s Play - Professional Views on Barriers and Potentials in Digital Gaming and E-Sports","authors":"Barbara Göbl, Suzana Jovicic, Natalie Denk, Simone Kriglstein","doi":"10.1145/3450337.3483455","DOIUrl":"https://doi.org/10.1145/3450337.3483455","url":null,"abstract":"Digital games are playing an increasingly important role in today’s youth culture. Related phenomena, such as Let’s Plays and e-sports are consumed by numerous adolescents but are also becoming increasingly prominent as career choices. This paper presents the results of a group interview with experts in the field of digital gaming and embeds the findings in a project that aims to elaborate pedagogical potentials of these practices in a school context. Our participants provide insights into their careers and, based on their experiences, discuss possible barriers to Let’s Plays and streaming in the pedagogical field, but also elaborate on competencies that can be strengthened through the creative, self-determined creation of gameplay-based media.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133939218","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}
Ezequiel Aleman, L. Nadolny, Alejandro Ferreira, Bruno Gabetti, Guillermo Ortíz, Martín Zanoniani
Our growing reliance on technologies are bringing to the forefront ethical and cultural biases built into digital spaces. In this work-in-progress we examine the relationship between algorithms and culture and present a novel gaming experience for youth to engage in algorithmic literacy practices. While there are many opportunities for learners to engage in computer science education, we found that educators often feel underprepared to engage in teaching algorithmic literacy practices. Additionally, we identify there is a need for more educational content that introduces ethical dilemmas related to the use of algorithms to collect, track and sort data to make decisions about who gets access to certain opportunities. Screening Bot is a narrative-driven sandbox game in which learners play the role of a policing bot in charge of monitoring access to a space habitat which provides better living conditions for populations across the galaxy. While learners create algorithms to determine who enters the new habitat, they will find out that even the best algorithms can be subject to bias. This game will invite learners and educators to examine current bias in algorithmic models and help them become more reflective about the tensions related to algorithms in their lives.
{"title":"Screening Bot: a Playground for Critical Algorithmic Literacy Engagement with Youth","authors":"Ezequiel Aleman, L. Nadolny, Alejandro Ferreira, Bruno Gabetti, Guillermo Ortíz, Martín Zanoniani","doi":"10.1145/3450337.3483478","DOIUrl":"https://doi.org/10.1145/3450337.3483478","url":null,"abstract":"Our growing reliance on technologies are bringing to the forefront ethical and cultural biases built into digital spaces. In this work-in-progress we examine the relationship between algorithms and culture and present a novel gaming experience for youth to engage in algorithmic literacy practices. While there are many opportunities for learners to engage in computer science education, we found that educators often feel underprepared to engage in teaching algorithmic literacy practices. Additionally, we identify there is a need for more educational content that introduces ethical dilemmas related to the use of algorithms to collect, track and sort data to make decisions about who gets access to certain opportunities. Screening Bot is a narrative-driven sandbox game in which learners play the role of a policing bot in charge of monitoring access to a space habitat which provides better living conditions for populations across the galaxy. While learners create algorithms to determine who enters the new habitat, they will find out that even the best algorithms can be subject to bias. This game will invite learners and educators to examine current bias in algorithmic models and help them become more reflective about the tensions related to algorithms in their lives.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"43 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126947153","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}
Book Sadprasid, Ethan Eddy, Aaron Tabor, E. Scheme, Scott Bateman
Chest physical therapy—including chest percussion, vibration, and postural drainage—is an important part of cystic fibrosis (CF) treatment. Chest percussion and vibration are exercises that require coordinated effort between patient and caregiver, during which the caregiver performs manual, rhythmic blows to the patient's chest and back. When practiced regularly alongside postural drainage techniques, percussion therapy mobilizes and removes fluid buildup in the lungs, reducing inflammation and risks of infection that could lead to hospitalization. Despite the importance of chest physical therapy for those with CF, adherence is often low. Low adherence to at-home therapies is common to the treatment of many diseases, yet one distinct challenge of chest physical therapy is the caregiver intervention—a role often assumed by a family member or loved one. The caregiver role is challenging for chest therapy because it is active, focused, and strenuous. While research has proposed many solutions for increasing patient engagement during similar airway clearance exercises, the critical role of the caregiver has often been overlooked. In this paper, we present Percussion Hero, a cooperative, rhythm-based game designed to improve chest physical therapy adherence by actively targeting both patients and caregivers during therapeutic exercises.
{"title":"Percussion Hero: A Chest Physical Therapy Game for People with Cystic Fibrosis and their Caregivers","authors":"Book Sadprasid, Ethan Eddy, Aaron Tabor, E. Scheme, Scott Bateman","doi":"10.1145/3450337.3483508","DOIUrl":"https://doi.org/10.1145/3450337.3483508","url":null,"abstract":"Chest physical therapy—including chest percussion, vibration, and postural drainage—is an important part of cystic fibrosis (CF) treatment. Chest percussion and vibration are exercises that require coordinated effort between patient and caregiver, during which the caregiver performs manual, rhythmic blows to the patient's chest and back. When practiced regularly alongside postural drainage techniques, percussion therapy mobilizes and removes fluid buildup in the lungs, reducing inflammation and risks of infection that could lead to hospitalization. Despite the importance of chest physical therapy for those with CF, adherence is often low. Low adherence to at-home therapies is common to the treatment of many diseases, yet one distinct challenge of chest physical therapy is the caregiver intervention—a role often assumed by a family member or loved one. The caregiver role is challenging for chest therapy because it is active, focused, and strenuous. While research has proposed many solutions for increasing patient engagement during similar airway clearance exercises, the critical role of the caregiver has often been overlooked. In this paper, we present Percussion Hero, a cooperative, rhythm-based game designed to improve chest physical therapy adherence by actively targeting both patients and caregivers during therapeutic exercises.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125412333","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. Feichtinger, Elias Duda, Florian Buger, Jakob Johann Franz Indra, Anna Maschek, Florian Neugebauer
Menti’s Journey is a singleplayer browser game for elementary school children aged 6-10. As the main character Menti, the player gradually tries to regain their lost emotions and reveals the power associated with them. Accompanied by Super-Menti, the journey leads across several islands where one of the emotions is out of control. Through a camera-controlled emotion recognition software, the children can test their newly discovered emotion powers in mini-games and through interactions with objects in the world to finally regain all lost emotions.
{"title":"Menti´s Journey","authors":"C. Feichtinger, Elias Duda, Florian Buger, Jakob Johann Franz Indra, Anna Maschek, Florian Neugebauer","doi":"10.1145/3450337.3483504","DOIUrl":"https://doi.org/10.1145/3450337.3483504","url":null,"abstract":"Menti’s Journey is a singleplayer browser game for elementary school children aged 6-10. As the main character Menti, the player gradually tries to regain their lost emotions and reveals the power associated with them. Accompanied by Super-Menti, the journey leads across several islands where one of the emotions is out of control. Through a camera-controlled emotion recognition software, the children can test their newly discovered emotion powers in mini-games and through interactions with objects in the world to finally regain all lost emotions.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124174605","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}
Patrick Brandstätter, Sarah Hagmann, Daniela Krückl, M. Maurer, M. Lankes
This paper investigates the players’ perceived social presence and willingness to support pet-like companions within a computer game. In detail, we raised the question of whether subjects will experience a higher degree of social presence towards a companion when this companion acts more autonomously than a companion that does not show any autonomous behavior? We created an experimental setting with two conditions realized via a puzzle game prototype to investigate this question. Ten subjects took part in a study (within-subject design). Results show that, in general, companions with a higher degree of autonomy lead to a higher degree of social presence. However, this applies only to basic forms of social presence. Some players noted that the social bond did not go beyond the game. With our discoveries, we want to provide researchers insights into pet companions’ design in games and help game designers create social bonds between the players and their companions.
{"title":"I will stand by you: Measuring the perceived Social Presence towards Semi-Autonomous Companions in a 2D game","authors":"Patrick Brandstätter, Sarah Hagmann, Daniela Krückl, M. Maurer, M. Lankes","doi":"10.1145/3450337.3483488","DOIUrl":"https://doi.org/10.1145/3450337.3483488","url":null,"abstract":"This paper investigates the players’ perceived social presence and willingness to support pet-like companions within a computer game. In detail, we raised the question of whether subjects will experience a higher degree of social presence towards a companion when this companion acts more autonomously than a companion that does not show any autonomous behavior? We created an experimental setting with two conditions realized via a puzzle game prototype to investigate this question. Ten subjects took part in a study (within-subject design). Results show that, in general, companions with a higher degree of autonomy lead to a higher degree of social presence. However, this applies only to basic forms of social presence. Some players noted that the social bond did not go beyond the game. With our discoveries, we want to provide researchers insights into pet companions’ design in games and help game designers create social bonds between the players and their companions.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128196053","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}