Individuals with autism may experience higher stress and anxiety levels for longer periods than their neurotypical peers. Traditional techniques to provide stress relief and anxiety management include support, which reminds people of how to face stressful situations. Some technological proposals supporting the user include strategies for detecting and monitoring stress levels. In this research, we conducted an iterative user-centered study aiming to understand how young adults with autism deal with stress in real-life situations. We proposed a set of five design principles that will serve as guidelines to develop assistive anxiety management technology for individuals with autism. We then developed a set of low-fi prototypes and selected SATORI, a support tool composed of three interfaces, to help young adults with autism autonomously manage the anxiety caused by stressful situations in their daily life. We evaluated our proposed design principles using SATORI with eight young adults with autism. The results show a positive perception of the design principles on what SATORI is based on, as participants perceived that SATORI could help them in their daily life to manage stress and channel anxiety.
{"title":"Designing a Stress and Anxiety Support Tool to Help Young Adults with Autism in Daily Living","authors":"Marcela A Espinosa, Lizbeth Escobedo","doi":"10.1093/iwc/iwad012","DOIUrl":"https://doi.org/10.1093/iwc/iwad012","url":null,"abstract":"\u0000 Individuals with autism may experience higher stress and anxiety levels for longer periods than their neurotypical peers. Traditional techniques to provide stress relief and anxiety management include support, which reminds people of how to face stressful situations. Some technological proposals supporting the user include strategies for detecting and monitoring stress levels. In this research, we conducted an iterative user-centered study aiming to understand how young adults with autism deal with stress in real-life situations. We proposed a set of five design principles that will serve as guidelines to develop assistive anxiety management technology for individuals with autism. We then developed a set of low-fi prototypes and selected SATORI, a support tool composed of three interfaces, to help young adults with autism autonomously manage the anxiety caused by stressful situations in their daily life. We evaluated our proposed design principles using SATORI with eight young adults with autism. The results show a positive perception of the design principles on what SATORI is based on, as participants perceived that SATORI could help them in their daily life to manage stress and channel anxiety.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77685692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Museums have employed video games in their exhibitions to foster visitors’ participation and improve their learning process through a positive experience. In this work, we present Aventura Marina, a serious video game inspired by escape room game mechanics, composed of an app and an authoring tool, which aims to promote visitors’ engagement with the new exhibition Sea Hall of the Caracol Museo de Ciencias, a Mexican museum in the northwest of Mexico. To design Aventura Marina, we followed a user-centered design approach, based on the design thinking methodology. We evaluated the high-fidelity prototype of the game and the low-fidelity prototype of the authoring tool with museum staff and potential visitors. Our results indicate that Aventura Marina has the potential to promote visitors’ engagement with the Sea Hall exhibition as participants indicated having a positive experience, recognized that they were more interested in and less bored by the topics of the exhibition and that they were eager to play the game again. In relation to the authoring tool, museum staff mentioned how this project could be implemented in other halls of the museum. Finally, we discuss the improvements for a future iteration of the prototypes and how this kind of technology can complement the content of museum exhibitions.
博物馆在展览中使用电子游戏,以促进参观者的参与,并通过积极的体验改善他们的学习过程。在这个作品中,我们展示了Aventura Marina,这是一个严肃的电子游戏,灵感来自密室逃脱游戏机制,由一个应用程序和一个创作工具组成,旨在促进游客参与墨西哥西北部的Caracol Museo de Ciencias博物馆的新展览海洋大厅。为了设计Aventura Marina,我们遵循了以用户为中心的设计方法,基于设计思维方法。我们与博物馆工作人员和潜在访客一起评估了游戏的高保真原型和创作工具的低保真原型。我们的研究结果表明,Aventura Marina有潜力促进游客对海洋大厅展览的参与,因为参与者表示有积极的体验,认识到他们对展览主题更感兴趣,不那么无聊,并且他们渴望再次玩这个游戏。关于创作工具,博物馆工作人员提到了如何在博物馆的其他大厅实施这个项目。最后,我们讨论了未来原型迭代的改进,以及这种技术如何补充博物馆展览的内容。
{"title":"Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors' Engagement in a Science Museum Exhibition","authors":"Jessica Cordova-Rangel, Karina Caro","doi":"10.1093/iwc/iwad017","DOIUrl":"https://doi.org/10.1093/iwc/iwad017","url":null,"abstract":"\u0000 Museums have employed video games in their exhibitions to foster visitors’ participation and improve their learning process through a positive experience. In this work, we present Aventura Marina, a serious video game inspired by escape room game mechanics, composed of an app and an authoring tool, which aims to promote visitors’ engagement with the new exhibition Sea Hall of the Caracol Museo de Ciencias, a Mexican museum in the northwest of Mexico. To design Aventura Marina, we followed a user-centered design approach, based on the design thinking methodology. We evaluated the high-fidelity prototype of the game and the low-fidelity prototype of the authoring tool with museum staff and potential visitors. Our results indicate that Aventura Marina has the potential to promote visitors’ engagement with the Sea Hall exhibition as participants indicated having a positive experience, recognized that they were more interested in and less bored by the topics of the exhibition and that they were eager to play the game again. In relation to the authoring tool, museum staff mentioned how this project could be implemented in other halls of the museum. Finally, we discuss the improvements for a future iteration of the prototypes and how this kind of technology can complement the content of museum exhibitions.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79687606","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Social media use increased during the COVID-19 pandemic with platforms providing an important forum for communication and self-expression. In this study, we explore shifts in online posting behaviors and self-presentation following the onset of lockdown. Content analysis of active Instagram accounts (n = 73) was conducted for the 3-month period before and immediately following the start of lockdown in the UK, and compared to psychological well-being, social media dependency and motives for online self-presentation during lockdown. Changes in the nature of images and captions used by profile owners were found following the start of lockdown, with more selfies and throwback photographs of past events being posted. Images in contexts depicting users as ‘social’, and positive or explanatory message captioning decreased during lockdown. Limited evidence was found to support the hypothesis that images posted were predictive of psychological well-being in lockdown. More followers and the degree to which online portrayals represented ‘real-self’ appeared more critical to well-being during lockdown.
{"title":"How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being","authors":"M. Turner, Danna Ordonia","doi":"10.1093/iwc/iwad013","DOIUrl":"https://doi.org/10.1093/iwc/iwad013","url":null,"abstract":"\u0000 Social media use increased during the COVID-19 pandemic with platforms providing an important forum for communication and self-expression. In this study, we explore shifts in online posting behaviors and self-presentation following the onset of lockdown. Content analysis of active Instagram accounts (n = 73) was conducted for the 3-month period before and immediately following the start of lockdown in the UK, and compared to psychological well-being, social media dependency and motives for online self-presentation during lockdown. Changes in the nature of images and captions used by profile owners were found following the start of lockdown, with more selfies and throwback photographs of past events being posted. Images in contexts depicting users as ‘social’, and positive or explanatory message captioning decreased during lockdown. Limited evidence was found to support the hypothesis that images posted were predictive of psychological well-being in lockdown. More followers and the degree to which online portrayals represented ‘real-self’ appeared more critical to well-being during lockdown.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44133415","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The interest in virtual learning is not new; however, it has become a hot topic since the outbreak of COVID-19. In the area of human–computer interaction (HCI), there have been few educational experiences conducted in fully online mode. This paper examines a virtual flipped classroom–based approach, which was adopted to support HCI teaching–learning by using online tools. We conducted two case studies at a Brazilian University and carried out qualitative data analysis. We also investigated how this approach affected the experience of undergraduate and graduate students, together with the skills it enabled them to acquire. The results revealed a high degree of satisfaction and motivation felt by students when they adopted this approach and a change in their mindset about the importance of HCI in their future job activities as professionals. Skills related to effective work in group management and innovative thinking were also stimulated by our approach.
{"title":"Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students","authors":"L. Zaina, Suéllen Martinelli","doi":"10.1093/iwc/iwad015","DOIUrl":"https://doi.org/10.1093/iwc/iwad015","url":null,"abstract":"\u0000 The interest in virtual learning is not new; however, it has become a hot topic since the outbreak of COVID-19. In the area of human–computer interaction (HCI), there have been few educational experiences conducted in fully online mode. This paper examines a virtual flipped classroom–based approach, which was adopted to support HCI teaching–learning by using online tools. We conducted two case studies at a Brazilian University and carried out qualitative data analysis. We also investigated how this approach affected the experience of undergraduate and graduate students, together with the skills it enabled them to acquire. The results revealed a high degree of satisfaction and motivation felt by students when they adopted this approach and a change in their mindset about the importance of HCI in their future job activities as professionals. Skills related to effective work in group management and innovative thinking were also stimulated by our approach.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76637898","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Stefano Guidi, P. Palmitesta, M. Bracci, E. Marchigiani, O. Parlangeli
During the COVID-19 pandemic, the use of social media offered a possible way to address the difficulties of social relationships for people with autism spectrum disorder (ASD), as well as a way to ease the problems of their caregivers. To gather information on the feasibility of this solution, we conducted an online questionnaire about the first lockdown period in Italy (March–May 2020) with 29 caregivers of ASD individuals. The questionnaire investigated their living conditions, the way time was spent during isolation, the availability of technological equipment, the perceived level of anxiety and the perceived utility of social media. The results showed that the difficulties of using social media had not been overcome, even at this time of greatest need. However, caregivers who take care of ASD people with high levels of anxiety perceived social media as more useful. This result invites further reflection on how to implement social media effectively for people with ASD.
{"title":"The Perception of the Utility of Social Media by Caregivers of Persons with Autism Spectrum Disorders during a Period of Home Quarantine","authors":"Stefano Guidi, P. Palmitesta, M. Bracci, E. Marchigiani, O. Parlangeli","doi":"10.1093/iwc/iwad006","DOIUrl":"https://doi.org/10.1093/iwc/iwad006","url":null,"abstract":"\u0000 During the COVID-19 pandemic, the use of social media offered a possible way to address the difficulties of social relationships for people with autism spectrum disorder (ASD), as well as a way to ease the problems of their caregivers. To gather information on the feasibility of this solution, we conducted an online questionnaire about the first lockdown period in Italy (March–May 2020) with 29 caregivers of ASD individuals. The questionnaire investigated their living conditions, the way time was spent during isolation, the availability of technological equipment, the perceived level of anxiety and the perceived utility of social media. The results showed that the difficulties of using social media had not been overcome, even at this time of greatest need. However, caregivers who take care of ASD people with high levels of anxiety perceived social media as more useful. This result invites further reflection on how to implement social media effectively for people with ASD.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47315679","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Death has become increasingly visible on social networks, especially after COVID-19, and Facebook addresses that with double standards: while some profiles remain active, others turn into memorials. This article investigates how Facebook’s system deals with dead users’ profiles either to support or restrict interactions concerning users’ deaths. Our qualitative analysis of data from 54 public profiles of people who died between June 2020 and March 2021 showed that (i) Facebook fails to communicate the criteria for transforming profiles into memorials; (ii) no information about their contacts of deceased users’ profiles is given; (iii) the frequency of interaction with memorials and with active profiles is different; (iv) profiles’ privacy settings shape interaction. Our results exemplify how a sociotechnical system influences people’s interactions with dead users’ profiles. We herein highlight implications for interaction design and evaluation, besides the need to consider interaction as existence, which raises big challenges to the Human Computer Interaction (HCI) community.
{"title":"Dead Users' Profiles on Facebook: Limited Interaction Beyond Human Existence","authors":"Daniele Trevisan, Cristiano Maciel, Vinícius Carvalho Pereira, Roberto Pereira","doi":"10.1093/iwc/iwad003","DOIUrl":"https://doi.org/10.1093/iwc/iwad003","url":null,"abstract":"\u0000 Death has become increasingly visible on social networks, especially after COVID-19, and Facebook addresses that with double standards: while some profiles remain active, others turn into memorials. This article investigates how Facebook’s system deals with dead users’ profiles either to support or restrict interactions concerning users’ deaths. Our qualitative analysis of data from 54 public profiles of people who died between June 2020 and March 2021 showed that (i) Facebook fails to communicate the criteria for transforming profiles into memorials; (ii) no information about their contacts of deceased users’ profiles is given; (iii) the frequency of interaction with memorials and with active profiles is different; (iv) profiles’ privacy settings shape interaction. Our results exemplify how a sociotechnical system influences people’s interactions with dead users’ profiles. We herein highlight implications for interaction design and evaluation, besides the need to consider interaction as existence, which raises big challenges to the Human Computer Interaction (HCI) community.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82506833","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Corrigendum to: Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control","authors":"","doi":"10.1093/iwc/iwad020","DOIUrl":"https://doi.org/10.1093/iwc/iwad020","url":null,"abstract":"","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91161815","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study sheds light on the disparities between file search beliefs and as opposed to file search behavior. Using a questionnaire (N = 110), we measured participants’ intuitive beliefs regarding query-based search usage and compared it to well-validated scientific findings. Our participants believed that search is the dominant retrieval strategy; search engine technology strongly increases search usage and will eventually eliminate folder navigation; and that young people search more than older ones. Contrary to these beliefs, research has shown that users prefer folder-based navigation, with search being used only as a last resort for a small minority of retrievals; search engine technology has little effect on search usage or folder organization; folder navigation has deep neuro-cognitive roots and there is a positive correlation between age and search percentage. We then discuss possible reasons for these contrasts and conclude that evidence-based personal information management education should be used to correct these baseless beliefs.
{"title":"File Search: A Contrast Between Beliefs and Behavior","authors":"Ofer Bergman;Esther Sher","doi":"10.1093/iwc/iwad005","DOIUrl":"https://doi.org/10.1093/iwc/iwad005","url":null,"abstract":"This study sheds light on the disparities between file search beliefs and as opposed to file search behavior. Using a questionnaire (N = 110), we measured participants’ intuitive beliefs regarding query-based search usage and compared it to well-validated scientific findings. Our participants believed that search is the dominant retrieval strategy; search engine technology strongly increases search usage and will eventually eliminate folder navigation; and that young people search more than older ones. Contrary to these beliefs, research has shown that users prefer folder-based navigation, with search being used only as a last resort for a small minority of retrievals; search engine technology has little effect on search usage or folder organization; folder navigation has deep neuro-cognitive roots and there is a positive correlation between age and search percentage. We then discuss possible reasons for these contrasts and conclude that evidence-based personal information management education should be used to correct these baseless beliefs.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49962791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
When a website is not accessible for users with disabilities, there is a cost imposed on that user. This study quantifies the time disparity experienced by blind users when they encounter web accessibility barriers. The resulting data illustrates a significant reason why web accessibility is imperative, by highlighting and measuring the cost of inaccessibility through the lens of the inequity that accessibility barriers place on the time of users with disabilities in both personal and business settings. This data is needed for policymakers who are creating new regulations or statutes, as well as for informing future technical standards for web accessibility.
{"title":"Quantifying the Cost of Web Accessibility Barriers for Blind Users","authors":"Meagan Griffith;Brian Wentz;Jonathan Lazar","doi":"10.1093/iwc/iwad004","DOIUrl":"https://doi.org/10.1093/iwc/iwad004","url":null,"abstract":"When a website is not accessible for users with disabilities, there is a cost imposed on that user. This study quantifies the time disparity experienced by blind users when they encounter web accessibility barriers. The resulting data illustrates a significant reason why web accessibility is imperative, by highlighting and measuring the cost of inaccessibility through the lens of the inequity that accessibility barriers place on the time of users with disabilities in both personal and business settings. This data is needed for policymakers who are creating new regulations or statutes, as well as for informing future technical standards for web accessibility.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49962790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marisela Hernández Lara, A. I. Martínez-García, Karina Caro
Down syndrome is considered the most common genetic cause of intellectual disability. People with intellectual disabilities have deficits in intellectual functioning such as attention, reasoning and academic learning. According to the American Association on Intellectual and Developmental Disabilities and the Centers for Disease Control and Prevention, intellectual disability encompasses only a person’s intellectual functioning; however, it can co-exist with other developmental disabilities, such as Down syndrome. People with Down syndrome may have intellectual disabilities in the mild to moderate range. Because of this, they exhibit some cognitive and emotional characteristics of intellectual disability. Among the emotional characteristics of these populations are difficulties in recognizing some emotions, which triggers anxiety and depression problems. The literature proposes using serious video games to support different skills of people with Down syndrome and intellectual disabilities. Some of these works have shown how these serious video games support the development of different skills of these populations. However, they have not been designed to support their emotional awareness. Likewise, technology is aimed at supporting emotion recognition and identification, but most of these have been aimed at other populations, such as people with autism. This paper presents the evaluation process of the design of Emotion4Down: a serious video game to support emotional awareness. We conducted this evaluation in three stages involving people with intellectual disabilities and Down syndrome.
{"title":"Using Emotion4Down: Evaluating the Design of a Serious Video Game for Supporting Emotional Awareness with People with Intellectual Disabilities","authors":"Marisela Hernández Lara, A. I. Martínez-García, Karina Caro","doi":"10.1093/iwc/iwac044","DOIUrl":"https://doi.org/10.1093/iwc/iwac044","url":null,"abstract":"\u0000 Down syndrome is considered the most common genetic cause of intellectual disability. People with intellectual disabilities have deficits in intellectual functioning such as attention, reasoning and academic learning. According to the American Association on Intellectual and Developmental Disabilities and the Centers for Disease Control and Prevention, intellectual disability encompasses only a person’s intellectual functioning; however, it can co-exist with other developmental disabilities, such as Down syndrome. People with Down syndrome may have intellectual disabilities in the mild to moderate range. Because of this, they exhibit some cognitive and emotional characteristics of intellectual disability. Among the emotional characteristics of these populations are difficulties in recognizing some emotions, which triggers anxiety and depression problems. The literature proposes using serious video games to support different skills of people with Down syndrome and intellectual disabilities. Some of these works have shown how these serious video games support the development of different skills of these populations. However, they have not been designed to support their emotional awareness. Likewise, technology is aimed at supporting emotion recognition and identification, but most of these have been aimed at other populations, such as people with autism. This paper presents the evaluation process of the design of Emotion4Down: a serious video game to support emotional awareness. We conducted this evaluation in three stages involving people with intellectual disabilities and Down syndrome.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80490530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}