Pub Date : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804576
I. Horváth
In the scope of the article, there is the presentation of the cyber-higher educational environment feasible by the technical innovations appearing rapidly and the investigation of the methods which can be applied successfully in the educational scene of the future. My goal was to create an educational scene suiting to the digital life of the CE generation students-called Z generation and alpha generation in the traditional generation theories, but clearly called CE and the CCE generation in the CogInfoCom theory - presently studying in the higher education of engineering and meeting the students requirements set against the learning environment. The educational method presented in the article and the research aiming at defining the strategy suit to the science of CogInfoCom supplementing it with an additional pedagogical aspect. The study shows an example for presenting the realization of how we can teach the future technologies to the the future engineers with the help of the present and modern technologies by applying innovative educational methods so that the the human and the ICT merges during work in the coopertative VR scene suiting mostly to the CE genetations digital life while the development of the future technologies is happenning. The cooperative VR learning environment presented in the article ensures an efficient educational scene for the higher education of engineering due to its project-based educational opportunity and at the same time it allows the education of the disruptive technologies appearing more and more extensively, even immediately after the appearance of the technology.
{"title":"Innovative engineering education in the cooperative VR environment","authors":"I. Horváth","doi":"10.1109/COGINFOCOM.2016.7804576","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804576","url":null,"abstract":"In the scope of the article, there is the presentation of the cyber-higher educational environment feasible by the technical innovations appearing rapidly and the investigation of the methods which can be applied successfully in the educational scene of the future. My goal was to create an educational scene suiting to the digital life of the CE generation students-called Z generation and alpha generation in the traditional generation theories, but clearly called CE and the CCE generation in the CogInfoCom theory - presently studying in the higher education of engineering and meeting the students requirements set against the learning environment. The educational method presented in the article and the research aiming at defining the strategy suit to the science of CogInfoCom supplementing it with an additional pedagogical aspect. The study shows an example for presenting the realization of how we can teach the future technologies to the the future engineers with the help of the present and modern technologies by applying innovative educational methods so that the the human and the ICT merges during work in the coopertative VR scene suiting mostly to the CE genetations digital life while the development of the future technologies is happenning. The cooperative VR learning environment presented in the article ensures an efficient educational scene for the higher education of engineering due to its project-based educational opportunity and at the same time it allows the education of the disruptive technologies appearing more and more extensively, even immediately after the appearance of the technology.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133679212","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804577
A. Sudar
This article outlines the possibilities for the implementation a hypothesis, which we can get deeper insight in question: webpage usability and face perception patterns in the population of people with autism spectrum disorders. For the measurements the best way is the eyetracking method to map these patterns. ICT as part a of everyday life-just as the previously mentioned atypical group-one way to get more information on users habits and scanning patterns. Using this knowledge in the future, we can make it easier to adapt these tools and content for people with autism spectrum disorder.
{"title":"Proposing the hypothesis: Different face perception in autism spectrum disorders during a free browsing task using eye-tracking method compared to typical development peers","authors":"A. Sudar","doi":"10.1109/COGINFOCOM.2016.7804577","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804577","url":null,"abstract":"This article outlines the possibilities for the implementation a hypothesis, which we can get deeper insight in question: webpage usability and face perception patterns in the population of people with autism spectrum disorders. For the measurements the best way is the eyetracking method to map these patterns. ICT as part a of everyday life-just as the previously mentioned atypical group-one way to get more information on users habits and scanning patterns. Using this knowledge in the future, we can make it easier to adapt these tools and content for people with autism spectrum disorder.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131352619","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804551
Áron Tóth, Sarolta Tóvölgyi
With the rapid evolution and growing complexity of infocommunication devices it is important to discuss gamification, which is exponentially used in several types of infocommunication devices. The paper is about gamification, that recently became a new phenomenon to motivate and alter favorably the behavior of the users. Gamification is a new tool for boosting user engagement in various fields. First the definition, then the elements, later a descriptive gamification model is going to be introduced. Furthermore, information about the connection between motivation and gamification can be understood. In the second part of the article examples of applied gamification in the focus of smartphone applications are going to be given.
{"title":"The introduction of gamification: A review paper about the applied gamification in the smartphone applications","authors":"Áron Tóth, Sarolta Tóvölgyi","doi":"10.1109/COGINFOCOM.2016.7804551","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804551","url":null,"abstract":"With the rapid evolution and growing complexity of infocommunication devices it is important to discuss gamification, which is exponentially used in several types of infocommunication devices. The paper is about gamification, that recently became a new phenomenon to motivate and alter favorably the behavior of the users. Gamification is a new tool for boosting user engagement in various fields. First the definition, then the elements, later a descriptive gamification model is going to be introduced. Furthermore, information about the connection between motivation and gamification can be understood. In the second part of the article examples of applied gamification in the focus of smartphone applications are going to be given.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128256284","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804581
Pawel Szczesny, J. Nikodem, Konrad Kluwak
Presented model expands the bi-directional interface for human-computer interaction. It broadens the communication channel from a man towards a computer. This is achieved by using a digital camera devices in the HCI interface and the use of novel (taken from the literature) image analysis. Proposed interface use the full bandwidth video channel, thereby increasing the interface adaptability skills. Such solution allows to expand HCI to other modalities (eg. sound). Developed mechanism of three-level adaptation allows to create an interface tailored to the expectations of the individual user. This is particularly important in the case of therapeutic treatments and persons with disabilities.
{"title":"Visual communication in expanding of human-computer interactions","authors":"Pawel Szczesny, J. Nikodem, Konrad Kluwak","doi":"10.1109/COGINFOCOM.2016.7804581","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804581","url":null,"abstract":"Presented model expands the bi-directional interface for human-computer interaction. It broadens the communication channel from a man towards a computer. This is achieved by using a digital camera devices in the HCI interface and the use of novel (taken from the literature) image analysis. Proposed interface use the full bandwidth video channel, thereby increasing the interface adaptability skills. Such solution allows to expand HCI to other modalities (eg. sound). Developed mechanism of three-level adaptation allows to create an interface tailored to the expectations of the individual user. This is particularly important in the case of therapeutic treatments and persons with disabilities.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122255482","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804560
M. Köles, Zoltan Peter
Being a new player in a multiplayer game is not an easy experience. If the game requires coordinated team play for success, an inexperienced player can receive a high amount of abuse because of what others view as bad plays. While the companies try to alleviate this problem by focusing on the offenders, we present another approach that can also help in decreasing toxic behavior. In our paper we introduce the first steps at researching what it requires to perform well in any given role in a popular multi player game, League of Legends. Using focus groups and online questionnaires we narrow down the list of abilities to 6, in which different profiles would predict different most successful playstyles. Based on these ability profiles the game itself should give more customized tutorial sessions and recommendations to new players who in turn will have an overall improved first impression. Through having better performance, we believe, that some of the toxic behavior experienced by new players can be extinguished.
{"title":"\"Learn to play, noob!\": The identification of ability profiles for different roles in an online multiplayer video game in order to improve the overal quality of the new player experience","authors":"M. Köles, Zoltan Peter","doi":"10.1109/COGINFOCOM.2016.7804560","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804560","url":null,"abstract":"Being a new player in a multiplayer game is not an easy experience. If the game requires coordinated team play for success, an inexperienced player can receive a high amount of abuse because of what others view as bad plays. While the companies try to alleviate this problem by focusing on the offenders, we present another approach that can also help in decreasing toxic behavior. In our paper we introduce the first steps at researching what it requires to perform well in any given role in a popular multi player game, League of Legends. Using focus groups and online questionnaires we narrow down the list of abilities to 6, in which different profiles would predict different most successful playstyles. Based on these ability profiles the game itself should give more customized tutorial sessions and recommendations to new players who in turn will have an overall improved first impression. Through having better performance, we believe, that some of the toxic behavior experienced by new players can be extinguished.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"28 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125466311","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804559
I. Boda, E. Tóth, István Csont, László T. Nagy
In our paper we would like to introduce the organizational principles and main representation features of a knowledge base of ancient literary texts based on a three-dimensional virtual library model adopting the structure of the classification system of the ancient Library of Alexandria. Currently we are using the English translations of the selected ancient Greek texts as starting points to the knowledge base, but we intend to complete the provided content with other texts and multimedia materials. In our paper we focus on the content management and organization issues of the knowledge base. With respect to them it is crucially important to formulate our primary goals or mission, that is, why we think our collection of ancient materials could be especially useful and unique for its users. Because the average user needs a considerable amount of dictionaries and background knowledge to fully understand and interpret the ancient literary texts, the selected material should be carefully preprocessed and well organized. Our aim is to provide the necessary knowledge for each text available in the knowledge base in order that the texts could be `read at once' and without (much) effort. Therefore we introduce the cognitive framework that the preprocessing of literary texts and the representation features of our virtual library model are based on. Finally, we demonstrate our ideas by a carefully chosen example which illustrates the possible representations of two parallel translations of an ancient poem by Sappho.
{"title":"Developing a knowledge base of ancient literary texts in virtual space","authors":"I. Boda, E. Tóth, István Csont, László T. Nagy","doi":"10.1109/COGINFOCOM.2016.7804559","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804559","url":null,"abstract":"In our paper we would like to introduce the organizational principles and main representation features of a knowledge base of ancient literary texts based on a three-dimensional virtual library model adopting the structure of the classification system of the ancient Library of Alexandria. Currently we are using the English translations of the selected ancient Greek texts as starting points to the knowledge base, but we intend to complete the provided content with other texts and multimedia materials. In our paper we focus on the content management and organization issues of the knowledge base. With respect to them it is crucially important to formulate our primary goals or mission, that is, why we think our collection of ancient materials could be especially useful and unique for its users. Because the average user needs a considerable amount of dictionaries and background knowledge to fully understand and interpret the ancient literary texts, the selected material should be carefully preprocessed and well organized. Our aim is to provide the necessary knowledge for each text available in the knowledge base in order that the texts could be `read at once' and without (much) effort. Therefore we introduce the cognitive framework that the preprocessing of literary texts and the representation features of our virtual library model are based on. Finally, we demonstrate our ideas by a carefully chosen example which illustrates the possible representations of two parallel translations of an ancient poem by Sappho.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"409 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122864745","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804528
Pekka Qvist, N. Trygg, Mika Luimula, Aapo Peltola, Taisto Suominen, V. Heikkinen, P. Tuominen, Ossi Tuusvuori
In this demonstration paper we will present our advanced tourism application which has been designed for Unity game engine with the latest virtual reality technologies (VR). Our demonstration will show how Unity game engine with wireless motion controllers can elevate the level of immersion in CAVE environments dedicated for tourism experiences. The designed cognitive application has been developed in a close cooperation between two Finnish universities, one specialized in futuristic interactive technologies, and one focusing on advanced tourism services. In addition, the demonstration is utilizing speech recognition technologies provided by Lingsoft Ltd.
{"title":"Demo: Medieval gastro box — Utilizing VR technologies in immersive tourism experiences","authors":"Pekka Qvist, N. Trygg, Mika Luimula, Aapo Peltola, Taisto Suominen, V. Heikkinen, P. Tuominen, Ossi Tuusvuori","doi":"10.1109/COGINFOCOM.2016.7804528","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804528","url":null,"abstract":"In this demonstration paper we will present our advanced tourism application which has been designed for Unity game engine with the latest virtual reality technologies (VR). Our demonstration will show how Unity game engine with wireless motion controllers can elevate the level of immersion in CAVE environments dedicated for tourism experiences. The designed cognitive application has been developed in a close cooperation between two Finnish universities, one specialized in futuristic interactive technologies, and one focusing on advanced tourism services. In addition, the demonstration is utilizing speech recognition technologies provided by Lingsoft Ltd.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128180341","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804552
Francesca D’Errico, I. Poggi
The present study aims at deepening the role played by potential voters' political orientation in the effects of parodies. As previously shown for the role of in-group affect in the positive evaluation of one's own politician, the work points out how leftist voters are more negatively influenced by the critical side of a parody than rightist ones.
{"title":"When the \"truth\" can (softly) hurt. Effects of political orientation on different forms of parody","authors":"Francesca D’Errico, I. Poggi","doi":"10.1109/COGINFOCOM.2016.7804552","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804552","url":null,"abstract":"The present study aims at deepening the role played by potential voters' political orientation in the effects of parodies. As previously shown for the role of in-group affect in the positive evaluation of one's own politician, the work points out how leftist voters are more negatively influenced by the critical side of a parody than rightist ones.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"50 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113993080","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804516
Bertram Wortelen, Anirudh Unni, J. Rieger, A. Lüdtke
Adapting an automation system to the workload level of a human operator can be beneficial in many situations, e.g. at industrial workplaces or in safety-critical situations like driving and flying an aircraft. However, this requires real-time assessment of workload. We present a model-based approach for online simulation and assessment of cognitive workload, based on analysing the activities of a cognitive architecture during simulation. A driving simulator experiment was used to evaluate the approach. The cognitive workload of participants was manipulated with a variant of the n-back task as secondary task that parametrically varies memory workload. A virtual driver model was created using the cognitive architecture. The model was simulated in the same situations as the human drivers. The activities of the cognitive architecture as indicator of cognitive workload increased with increasing difficulty of the n-back task. To relate model workload to human driver workload, we compared it with neurophysiological workload measures based on functional near-infrared spectroscopy (fNIRS) brain activation as a complementary measure.
{"title":"Towards the integration and evaluation of online workload measures in a cognitive architecture","authors":"Bertram Wortelen, Anirudh Unni, J. Rieger, A. Lüdtke","doi":"10.1109/COGINFOCOM.2016.7804516","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804516","url":null,"abstract":"Adapting an automation system to the workload level of a human operator can be beneficial in many situations, e.g. at industrial workplaces or in safety-critical situations like driving and flying an aircraft. However, this requires real-time assessment of workload. We present a model-based approach for online simulation and assessment of cognitive workload, based on analysing the activities of a cognitive architecture during simulation. A driving simulator experiment was used to evaluate the approach. The cognitive workload of participants was manipulated with a variant of the n-back task as secondary task that parametrically varies memory workload. A virtual driver model was created using the cognitive architecture. The model was simulated in the same situations as the human drivers. The activities of the cognitive architecture as indicator of cognitive workload increased with increasing difficulty of the n-back task. To relate model workload to human driver workload, we compared it with neurophysiological workload measures based on functional near-infrared spectroscopy (fNIRS) brain activation as a complementary measure.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"3 9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124297329","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 : 2016-10-01DOI: 10.1109/COGINFOCOM.2016.7804555
Gergely Sziladi, T. Ujbanyi, J. Katona
The article shows the design and implementation of a gesture control system, which determines the gesture from the movement of the hands. The presented gesture controller system can be built relatively easy from cheap components, so it is ideal development goal in case of a students' project also in the field of project based learning. The movement detected with distance measurement sensors, and the presented control interface determines the assigned gesture according to the hand's movement. The distance sensors are built into a box, along with a microcontroller. This controller did the signal pre-processing, which is an Arduino based unit. The signal post processing, filtering, and classification of gestures and the control of the computer are managed by a desktop application. The article presents the usability test of the gesture controlling system based on study carried out by test subjects.
{"title":"Cost-effective hand gesture computer control interface","authors":"Gergely Sziladi, T. Ujbanyi, J. Katona","doi":"10.1109/COGINFOCOM.2016.7804555","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2016.7804555","url":null,"abstract":"The article shows the design and implementation of a gesture control system, which determines the gesture from the movement of the hands. The presented gesture controller system can be built relatively easy from cheap components, so it is ideal development goal in case of a students' project also in the field of project based learning. The movement detected with distance measurement sensors, and the presented control interface determines the assigned gesture according to the hand's movement. The distance sensors are built into a box, along with a microcontroller. This controller did the signal pre-processing, which is an Arduino based unit. The signal post processing, filtering, and classification of gestures and the control of the computer are managed by a desktop application. The article presents the usability test of the gesture controlling system based on study carried out by test subjects.","PeriodicalId":440408,"journal":{"name":"2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130043834","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}