Virtual RealityPub Date : 2024-03-22DOI: 10.1007/s10055-024-00983-4
Hsi-Peng Lu, Yi-Chin Chang, Chiao-Shan Chen
{"title":"How to trigger user’s willingness to participate in the metaverse? An exploration of the significant factors of the metaverse","authors":"Hsi-Peng Lu, Yi-Chin Chang, Chiao-Shan Chen","doi":"10.1007/s10055-024-00983-4","DOIUrl":"https://doi.org/10.1007/s10055-024-00983-4","url":null,"abstract":"<p>The issue of the metaverse has been widely discussed. The purpose of this research is to investigate users’ willingness to participate in the metaverse. This study used the self-efficacy theory and Theory of Reasoned Action (TRA) to explore their willingness to attend the metaverse. Furthermore, the study explored how the basic concepts of the metaverse (Avatars, Decentralized Value Exchange, and Immersive Experience) influence the users’ attitudes (Presence in Second-Life, 3D Interactivity, and Play-to-Earn) toward and willingness with respect to participating in the metaverse. A total of 150 valid experts’ responses were collected through an online questionnaire and analyzed through structural equation modeling. The results revealed that Presence in Second-Life and Play-to-Earn significantly impact the respondents’ willingness to participate in the metaverse. Moreover, 3D Interactivity affected their participation to willingness through Presence in Second-Life and Play-to-Earn.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"8 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140204207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2024-03-19DOI: 10.1007/s10055-024-00946-9
Lee Trevena, Jeni Paay, Rachael McDonald
{"title":"VR interventions aimed to induce empathy: a scoping review","authors":"Lee Trevena, Jeni Paay, Rachael McDonald","doi":"10.1007/s10055-024-00946-9","DOIUrl":"https://doi.org/10.1007/s10055-024-00946-9","url":null,"abstract":"<p>To assess the methods and outcomes of virtual reality (VR), interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. The authors conducted a scoping review of studies that used VR interventions to induce empathy in participants. We searched three databases for articles published between 1960 and 2021 using “virtual reality” and “empathy” as key terms. The search yielded 707 articles, and 44 were reviewed. VR interventions largely resulted in enhanced empathy skills for participants. Most studies agreed that VR’s ability to facilitate perspective-taking was key to inducing empathy for participants. Samples were often limited to the context of healthcare, medicine, and education. This literature provides preliminary evidence for the technology’s efficacy for inducing empathy. Identified research gaps relate to limited studies done, study quality and design, best practice intervention characteristics, populations and outcomes of interest, including lack of transfer and data across real-world settings.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"140 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140172521","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2024-03-18DOI: 10.1007/s10055-024-00971-8
Maria Sansoni, Giorgia Varallo, Clelia Malighetti, Cosimo Tuena, Daniele Di Lernia, Gian Luca Cesa, Gian Mauro Manzoni, Gianluca Castelnuovo, Giuseppe Riva
{"title":"Unlocking the potential of virtual reality to expand treatment frontiers for bulimia nervosa: a pilot study to explore the impact of virtual reality-enhanced cognitive-behavioral therapy","authors":"Maria Sansoni, Giorgia Varallo, Clelia Malighetti, Cosimo Tuena, Daniele Di Lernia, Gian Luca Cesa, Gian Mauro Manzoni, Gianluca Castelnuovo, Giuseppe Riva","doi":"10.1007/s10055-024-00971-8","DOIUrl":"https://doi.org/10.1007/s10055-024-00971-8","url":null,"abstract":"<p>The primary objective of this study is to assess the efficacy of a Virtual Reality (VR) intervention when compared to an integrated multimodal medically managed Inpatient Program (IP) in a cohort of 24 female patients diagnosed with Bulimia Nervosa (BN). Psychological measures (i.e., EDI-2) were assessed at three points: pre-treatment, post-treatment, and at 1-month follow-up. Behavioral measures (i.e., BMI) were evaluated at 6 different time points, instead (i.e., pre-treatment, post-treatment, 3, 6, 9, and 12 months from the discharge date). The VR treatment was more effective in improving the EDI subscales EDI-DT (i.e., drive for thinness) and EDI-BU (i.e., binging-purging behaviors). In particular, patients in the VR condition showed a reduced EDI-BU score at 1-month follow-up and post-test in comparison to the pre-test, as well as a lower EDI-DT score at 1-month follow-up compared to the pre-test. Conversely, no significant changes were noted in the IP group for either subscale. Regarding the behavioral measures, the group undergoing the VR condition reported the maintenance of the BMI in the long term compared to the IP. Specifically, in the VR group BMI decreased from the pre- to post-test, and from the pre-test to the 12-month follow-up. In the IP group, BMI improved from the pre- to the post-test, and from the pre-test to the 12-month follow-up. However, a relapse pattern was observed in the IP condition during the follow-up period, with a significant BMI increase from the post-test to the 9-month follow-up, from the 3 to the 9-month follow-up, from the 6 to the 9-month follow-up, and a decrease of BMI between the 9 and the 12-month follow-up. In conclusion, these results suggest that integrating VR treatment into the care of individuals with BN could enhance both immediate and sustained treatment outcomes. This may offer valuable insights for future studies to expand and delve deeper into the field of EDs.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"6 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140172628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2024-03-16DOI: 10.1007/s10055-024-00973-6
{"title":"Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance","authors":"","doi":"10.1007/s10055-024-00973-6","DOIUrl":"https://doi.org/10.1007/s10055-024-00973-6","url":null,"abstract":"<h3>Abstract</h3> <p>Enhancing the educational experience through Immersive Virtual Reality (IVR) is a promising avenue, elevating the authenticity and responsiveness of simulations. Particularly in educational settings, IVR holds the potential to augment accessibility and engagement in learning. However, one pivotal aspect lies in assessing the learners' acceptance of such environments to ensure optimal and effective utilization of these technologies. This paper delves into the Didascalia Virtual-ClassRoom usability testing —an immersive IVR environment tailored for pre-service secondary school teachers. The platform transports users into a simulated classroom, where they are invited to play the role of a teacher. During the simulation, three scenarios are recreated, reproducing disruptive behaviours commonly faced in real classrooms. 84 participants (28 teachers and 56 pre-service teachers) engaged in decision-making to manage the classroom climate influenced by the simulated situations. To collect data, we used a questionnaire based on the Technology Acceptance Model (TAM) to assess and gauge users' inclinations and attitudes towards embracing the technology in question. To gain deeper insights into the user experience, participants were further invited to participate in semi-structured interviews, offering reflections and suggestions for potential enhancements. The evaluation process encompassed the perceived usefulness of the Didascalia Virtual-ClassRoom, shedding light on factors that could either facilitate or impede the adoption of this platform to enhance classroom management competence. The participants' perspectives serve as a valuable foundation for refining the tool's functionality, and their feedback fuels recommendations for its seamless integration into initial teacher training programs.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"15 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147235","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2024-03-15DOI: 10.1007/s10055-024-00964-7
{"title":"Personal space invasion to prevent cyberbullying: design, development, and evaluation of an immersive prevention measure for children and adolescents","authors":"","doi":"10.1007/s10055-024-00964-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00964-7","url":null,"abstract":"<h3>Abstract</h3> <p>The previous work on cyberbullying has shown that the number of victims is increasing, and the need for prevention is exceptionally high among younger school students (5th–9th grade). Due to the omnipresence of cyberattacks, victims can hardly distance themselves psychologically, thus experience an intrusion in almost all areas of life. The perpetrators, on the other hand, feel the consequences of their actions even less in cyberspace. However, there is a gap between the need and the existence of innovative prevention programs tied to the digital reality of the target group and the treatment of essential aspects of psychological distance. This article explores the design space, feasibility, and effectiveness of a unique VR-based cyberbullying prevention component in a human-centered iterative approach. The central idea is reflected in creating a virtual personal space invasion with virtual objects associated with cyberbullying making the everyday intrusion of victims tangible. A pre-study revealed that harmful speech texts in bright non-removable message boxes best transferred the psychological determinants associated with a personal space invasion to virtual objects contextualized in cyberbullying scenarios. Therefore, these objects were incorporated into a virtual prevention program that was then tested in a laboratory study with 41 participants. The results showed that the intervention could trigger cognitive dissonance and empathy. In the second step, the intervention was evaluated and improved in a focus group with the actual target group of children and adolescents. The improved application was then evaluated in a school workshop for 5 days with 100 children and adolescents. The children understood the metaphor of virtual space invasion by the harmful text boxes and reported the expected psychological effects. They also showed great interest in VR. In summary, this paper contributes to the innovative and effective prevention of cyberbullying by using the potential of VR. It provides empirical evidence from a laboratory experiment and a field study with a large sample from the target group of children and adolescents and discusses implications for future developments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"1 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2024-03-15DOI: 10.1007/s10055-024-00978-1
João Pedro Mucheroni Covolan, Claiton Oliveira, Silvio Ricardo Rodrigues Sanches, Antonio Carlos Sementille
{"title":"Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs","authors":"João Pedro Mucheroni Covolan, Claiton Oliveira, Silvio Ricardo Rodrigues Sanches, Antonio Carlos Sementille","doi":"10.1007/s10055-024-00978-1","DOIUrl":"https://doi.org/10.1007/s10055-024-00978-1","url":null,"abstract":"<p>An Augmented Reality (AR) system must show real and virtual elements as if they coexisted in the same environment. The tridimensional aligment (registration) is particularly challenging on specific hardware configurations such as Head Mounted Displays (HMDs) that use Optical See-Through (OST) technology. In general, the calibration of HMDs uses deterministic optimization methods. However, non-deterministic methods have been proposed in the literature with promising results in distinct research areas. In this work, we developed a non-deterministic optimization method for the semi-automatic calibration of smartphone-based OST HMDs. We tested simulated annealing, evolutionary strategy, and particle swarm algorithms. We also developed a system for calibration and evaluated it through an application that aligned a virtual object in an AR environment. We evaluated our method using the Mean Squared Error (MSE) at each calibration step, considering the difference between the ideal/observed positions of a set of reference points and those estimated from the values determined for the calibration parameters. Our results show an accurate OST HMD calibration for the peripersonal space, with similar MSEs for the three tested algorithms.\u0000</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"72 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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":"Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality","authors":"Lars Kooijman, Houshyar Asadi, Camilo Gonzalez Arango, Shady Mohamed, Saeid Nahavandi","doi":"10.1007/s10055-024-00951-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00951-y","url":null,"abstract":"<p>The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. It was hypothesized that 1) neck vibrations would enhance vection and presence, and 2) CS to negatively relate to presence and vection, whereas presence and vection to positively relate to one another. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium positive effect of vibrations on vection quality was found. Presence and vection quality were positively related, and no strong association between CS and presence or vection was found. It is concluded that neck vibrations may enhance vection and presence, however, from the current study it is unclear whether this is due to proprioceptive or tactile stimulation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"18 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140147608","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2024-03-08DOI: 10.1007/s10055-024-00948-7
Mahdiyeh Sadat Moosavi, Pierre Raimbaud, Christophe Guillet, Frédéric Mérienne
{"title":"Enhancing weight perception in virtual reality: an analysis of kinematic features","authors":"Mahdiyeh Sadat Moosavi, Pierre Raimbaud, Christophe Guillet, Frédéric Mérienne","doi":"10.1007/s10055-024-00948-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00948-7","url":null,"abstract":"<p>This study investigates weight perception in virtual reality without kinesthetic feedback from the real world, by means of an illusory method called pseudo-haptic. This illusory model focuses on the dissociation of visual input and somatosensory feedback and tries to induce the sensation of virtual objects' loads in VR users by manipulating visual input. For that, modifications on the control-display ratio, i.e., between the real and virtual motions of the arm, can be used to produce a visual illusionary effect on the virtual objects' positions as well. Therefore, VR users perceive it as velocity variations in the objects' displacements, helping them achieve a better sensation of virtual weight. A primary contribution of this paper is the development of a novel, holistic assessment methodology that measures the sense of the presence in virtual reality contexts, particularly when participants are lifting virtual objects and experiencing their weight. Our study examined the effect of virtual object weight on the kinematic parameters and velocity profiles of participants' upward arm motions, along with a parallel experiment conducted using real weights. By comparing the lifting of real objects with that of virtual objects, it was possible to gain insight into the variations in kinematic features observed in participants' arm motions. Additionally, subjective measurements, utilizing the Borg CR10 questionnaire, were conducted to assess participants' perceptions of hand fatigue. The analysis of collected data, encompassing both subjective and objective measurements, concluded that participants experienced similar sensations of fatigue and changes in hand kinematics during both virtual object tasks, resulting from pseudo-haptic feedback, and real weight lifting tasks. This consistency in findings underscores the efficacy of pseudo-haptic feedback in simulating realistic weight sensations in virtual environments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"4 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073525","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2024-03-08DOI: 10.1007/s10055-024-00956-7
Triton Ong, Julia Ivanova, Hiral Soni, Hattie Wilczewski, Janelle Barrera, Mollie Cummins, Brandon M. Welch, Brian E. Bunnell
{"title":"Therapist perspectives on telehealth-based virtual reality exposure therapy","authors":"Triton Ong, Julia Ivanova, Hiral Soni, Hattie Wilczewski, Janelle Barrera, Mollie Cummins, Brandon M. Welch, Brian E. Bunnell","doi":"10.1007/s10055-024-00956-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00956-7","url":null,"abstract":"<p>Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to clinic spaces. We aimed to explore mental health therapists’ perceptions of telehealth-based VRET (tele-VRET) by conducting semi-structured, qualitative interviews with 18 telemental health therapists between October and December 2022. Interview topics included telehealth experiences, exposure therapy over telehealth, previous experiences with VR, and perspectives on tele-VRET. Therapists described how telehealth reduced barriers (88.9%, 16/18), enhanced therapy (61.1%, 11/18), and improved access to clients (38.9%, 7/18), but entailed problems with technology (61.1%, 11/18), uncontrolled settings (55.6%, 10/18), and communication difficulties (50%, 9/18). Therapists adapted exposure therapy to telehealth by using online resources (66.7%, 12/18), preparing client expectations (55.6%, 10/18), and adjusting workflows (27.8%, 5/18). Most therapists had used VR before (72.2%, 13/18) and had positive impressions of VR (55.6%, 10/18), but none had used VR clinically. In response to tele-VRET, therapists requested interactive session activities (77.8%, 14/18) and customizable interventions components (55.6%, 10/18). Concerns about tele-VRET included risks with certain clients (77.8%, 14/18), costs (50%, 9/18), side effects and privacy (22.2%, 4/18), and inappropriateness for specific forms of exposure therapy (16.7%, 3/18). These results reveal how combining telehealth and VRET may expand therapeutic options for mental healthcare providers and can help inform collaborative development of immersive health technologies.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"43 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073641","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2024-03-08DOI: 10.1007/s10055-024-00970-9
Henar Guillen-Sanz, David Checa, Ines Miguel-Alonso, Andres Bustillo
{"title":"A systematic review of wearable biosensor usage in immersive virtual reality experiences","authors":"Henar Guillen-Sanz, David Checa, Ines Miguel-Alonso, Andres Bustillo","doi":"10.1007/s10055-024-00970-9","DOIUrl":"https://doi.org/10.1007/s10055-024-00970-9","url":null,"abstract":"<p>Wearable biosensors are increasingly incorporated in immersive Virtual Reality (iVR) applications. A trend that is attributed to the availability of better quality, less costly, and easier-to-use devices. However, consensus is yet to emerge over the most optimal combinations. In this review, the aim is to clarify the best examples of biosensor usage in combination with iVR applications. The high number of papers in the review (560) were classified into the following seven fields of application: psychology, medicine, sports, education, ergonomics, military, and tourism and marketing. The use of each type of wearable biosensor and Head-Mounted Display was analyzed for each field of application. Then, the development of the iVR application is analyzed according to its goals, user interaction levels, and the possibility of adapting the iVR environment to biosensor feedback. Finally, the evaluation of the iVR experience was studied, considering such issues as sample size, the presence of a control group, and post-assessment routines. A working method through which the most common solutions, the best practices, and the most promising trends in biofeedback-based iVR applications were identified for each field of application. Besides, guidelines oriented towards good practice are proposed for the development of future iVR with biofeedback applications. The results of this review suggest that the use of biosensors within iVR environments need to be standardized in some fields of application, especially when considering the adaptation of the iVR experience to real-time biosignals to improve user performance.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"4 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140073650","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}