63 research outputs found

    RELACIÓN DE LA PRESENCIA Y LA CORPORIZACIÓN EN REALIDAD VIRTUAL EN INDIVIDUOS CON ICTUS

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    [ES] Actualmente existe un creciente número de estudios que muestran resultados prometedores en intervenciones basadas en realidad virtual en diferentes poblaciones neurológicas, con especial énfasis en poblaciones que han sufrido un ictus. El interés en la realidad virtual se basa en su capacidad para recrear entornos controlados, inmersivos e interactivos que involucran a los participantes en ejercicios intensos y personalizados, características clave en las intervenciones efectivas de neurorrehabilitación. La interacción, así como la representación corporal del usuario en un mundo virtual, suelen estar mediadas a través de entes virtuales, o avatares, que representan síncronamente movimientos corporales reales o responden a eventos mediante dispositivos de entrada externos. Los avatares no solo proporcionan un ancla en el mundo virtual para las tareas visomotoras, sino que su morfología también puede tener implicaciones en el comportamiento de los usuarios. Si bien una gran cantidad de estudios se han centrado en comprender los mecanismos subjetivos subyacentes a una exposición de realidad virtual (presencia y corporización o embodiment, principalmente) en individuos sanos, la transferencia de estos hallazgos a individuos con ictus no es evidente y permanece sin explorar. La presencia se define como el grado en que un individuo es incapaz de reconocer que una experiencia es generada por ordenador. A su vez, la corporización se define como la auto conciencia que un individuo tiene de su propio cuerpo. Estudios previos han identificado diferentes componentes que constituyen la corporización, incluyendo la propiedad, la localización y la agencia. La posible variación de dichos mecanismos podría afectar a la experiencia dentro de un entorno virtual y, en última instancia, a la efectividad clínica de las intervenciones de neurorrehabilitación. El objetivo principal de este trabajo es salir al paso de esta incógnita, determinando y comparando la presencia y la corporización en un entorno virtual en usuarios sanos y con ictus. El presente trabajo incluye cuatro estudios con sujetos sanos y con ictus, que se realizaron con dicho objetivo. Adicionalmente, se realizaron dos estudios complementarios donde se caracterizaron los sistemas de estimulación audiovisual y de registro del movimiento utilizados en este experimento. En el primer estudio se analizó la relación entre la presencia y la inmersión de los usuarios sanos durante una tarea en un entorno virtual mostrado mediante un casco de realidad virtual, donde los usuarios interaccionaban mediante movimientos corporales, detectados con un dispositivo de captura de movimiento. Los siguientes dos estudios caracterizaron las respuestas subjetivas, comportamentales y fisiológicas de la sensación de corporización en sujetos sanos y en individuos con ictus. Se utilizó la ilusión de la mano de goma para analizar la propiedad y la localización en ausencia de movimiento. Los resultados de estos estudios indican que los individuos con ictus parecen ser más propensos a sentir propiedad sobre un elemento externo a su cuerpo que los sujetos sanos. Además, a través de estos estudios se pudieron determinar otros efectos como la variación de la corporización con la edad en sujetos sanos o la respuesta muscular en sujetos con ictus y su relación con esta sensación. El último estudio caracterizó la interacción de la presencia y la corporización tanto en sujetos sanos como con ictus en un entorno virtual, homólogo al utilizado previamente. Los resultados derivados de este estudio proporcionan la primera evidencia de que los individuos con ictus pueden experimentar la sensación de presencia y corporización con algo menos de intensidad, pero de manera comprable a sujetos sanos. Estos hallazgos confirman la vivacidad de la experiencia virtual tras un ictus, lo cual podría constituir la base de la efectividad de las intervenciones de neurorrehabilitación medi[CA] Actualment existeix un creixent nombre d'estudis que mostren resultats prometedors en intervencions basades en realitat virtual incloent diferents poblacions neurològiques, amb especial èmfasi en poblacions amb seqüeles d'ictus. L'interès en la realitat virtual es basa en la seua capacitat per recrear entorns controlats, immersius i interactius que involucren als participants en exercicis intensos i personalitzats, característiques claus en les intervencions efectives de neurorrehabilitació. La interacció, així com la representació corporal de l'usuari en un món virtual, sol estar facilitada a través d'ens virtuals o avatars, que representen sincrònicament moviments corporals reals o que responen a esdeveniments determinants mitjançant dispositius d'entrada externs. Els avatars no només proporcionen una àncora en el món virtual per a les tasques visiomotores, sinó que amb la seua morfologia també poden tindre implicacions al comportament dels usuaris. Tot i que una gran quantitat d'estudis s'han centrat en comprendre els mecanismes subjectius subjacents a una exposició de realitat virtual (presència i corporització o embodiment, principalment) en individus sans, la transferència d'aquests descobriments a individus amb ictus no és evident i roman sense explorar. La presència es defineix com el grau amb què un individu no és capaç de reconèixer que una experiència es generada per un ordinador. Així mateix, la corporització es defineix com l'autoconsciència que un individu té del seu propi cos i està dividida en tres constructes: la propietat, la localització i l'agència. Les possibles variacions d'aquests mecanismes poden afectar a l'experiència dins d'un entorn virtual i, en última instància, a l'efectivitat clínica de les intervencions de neurorrehabilitació. L'objectiu principal d'aquest treball és respondre aquesta incògnita, determinant i comparant la presència i la corporització a un entorn virtual amb usuaris sans i amb ictus. El present treball inclou quatre estudis amb subjectes sans i amb ictus, que es van realitzar amb aquest objectiu. Addicionalment, es van realitzar dos estudis complementaris prèviament on es van caracteritzar els sistemes d'estimulació audiovisual i de registre del moviment utilitzats. Al primer estudi, es va analitzar la relació entre la presència i la immersió en usuaris sans durant una tasca a un entorn virtual mostrat mitjançant un casc de realitat virtual, on el usuaris interaccionaven a través de moviments corporals, detectats amb un dispositiu de captura de moviment. Els següents dos estudis van caracteritzar les respostes subjectives, de comportament i fisiològiques de la sensació de corporització en subjectes sans i individus amb ictus. Es va utilitzar la il·lusió de la mà de goma per analitzar la propietat i la localització en absència de moviment. Els resultats d'aquests estudis indicaren que els individus amb ictus semblen ser més propensos a sentir propietat sobre un element extern al seu cos que els subjectes sans. A més a més, mitjançant aquests estudis es van poder determinar altres efectes com la variació de la corporització amb l'edat en subjectes sans o la resposta muscular en subjectes amb ictus i la seua relació amb aquesta sensació. L'últim estudi va caracteritzar la interacció de la presència i la corporització tant en subjectes sans com ictus a un entorn virtual, homòleg al utilitzat prèviament. Els resultats derivats d'aquest estudi proporcionen la primera prova de què els individus amb ictus poden experimentar la sensació de presència i corporització de manera semblant a subjectes sans, si bé amb menys intensitat. Aquests descobriments confirmen la vivacitat de l'experiència virtual després d'un ictus, la qual cosa podria constituir la base de l'efectivitat de les intervencions de neurorrehabilitació mitjançant entorns de realitat virtual.[EN] An increasing number of studies report promising results of virtual reality (VR)-based interventions in different neurological populations, with particular emphasis on stroke. Interest on VR is based on its ability to recreate controlled, immersive, and interactive environments that engage participants in intensive and customized exercises. Importantly, these features have been repeatedly reported as pillars of effective neurorehabilitation interventions. Interaction and bodily presence in the virtual world is usually mediated through virtual selves, or avatars, which synchronously represent actual body movements or respond to events on external input devices. Embodied self-representations in the virtual world not only provide an anchor for visuomotor tasks, but their morphology can also have behavioral implications. While a significant body of research has focused on the underlying subjective mechanisms of exposure to VR (mainly presence and embodiment) on healthy individuals, the transference of these findings to individuals with stroke is not evident and remains unexplored. The sense of presence can be defined as the degree to which an individual is unable to recognize that an experience is computer-generated. Classical definitions of embodiment have resorted to the concept of bodily self-consciousness. Previous research has identified different constitutive components of embodiment, including body-ownership, self-location, and agency. The possible variation of these mechanisms could affect the experience and, ultimately, the clinical effectiveness of neurorehabilitation interventions. The main objective of this work is to delve into these questions, by determining and comparing the sense of embodiment and presence in a virtual environment of a sample of healthy subjects and individuals with stroke. The present work includes four primary studies involving healthy people and people with stroke and two complementary studies that aimed to characterize the audiovisual stimulation devices and motion tracking systems used. The first primary study investigated the connection between presence and immersion in healthy subjects during a task in a virtual environment displayed by a VR headset. Participants interacted through body movements, detected with a motion tracking device. The following two primary studies determined the subjective, behavioural, and physiological responses to embodiment in healthy subjects and individuals with stroke. These studies used the rubber hand illusion to investigate body-ownership and self-location in absence of movement. The results of these studies indicated that individuals with stroke appear to be most likely to feel body-ownership over an external body part than healthy subjects. Moreover, these studies explored other effects, such as the dependence of embodiment with age in healthy subjects or the muscular responses in individuals with stroke and its relation to embodiment. The last primary study investigated the interaction of presence and embodiment both in healthy subjects and individuals with stroke in a virtual environment, homologous to the one used previously. The results of this study provided first evidence that individuals with stroke experiment comparable (but slightly lower) sense of embodiment and presence to healthy controls during exposure to VR. These findings confirm the vivacity of the virtual experience after a stroke, which could constitute the basis for the effectiveness of neurorehabilitation interventions using VR environments.Borrego González, A. (2019). RELACIÓN DE LA PRESENCIA Y LA CORPORIZACIÓN EN REALIDAD VIRTUAL EN INDIVIDUOS CON ICTUS [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/135256TESI

    Endeavouring to be in the good books : awarding DTN network use for acknowledging the reception of bundles

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    This paper describes an incentive scheme for promoting the cooperation, and, therefore, avoiding selfish behaviours, in Delay Tolerant Networks (DTN) by rewarding participant nodes with cryptographic keys that will be required for sending bundles. DTN are normally sparse, and there are few opportunistic contacts, so forwarding of other's bundles can be left out. Moreover, it is difficult to determine the responsible nodes in case of bundle loss. The mechanism proposed in this paper contributes to both problems at the same time. On one hand, cryptographic receipts are generated using time-limited Identity Based Cryptography (IBC) keys to keep track of bundle transmissions. On the other hand, these receipts are used to reward altruistic behaviour by providing newer IBC keys. Finally, these nodes need these IBC keys to send their own bundles. When all nodes behave in a cooperative way, this incentive scheme works as a virtuous circle and achieves a Nash equilibrium, improving very much the network performance in terms of latency. The scheme is not difficult to implement, and it can use an already existing IBC infrastructure used for other purposes in a DTN

    A mobile code bundle extension for application-defined routing in delay and disruption tolerant networking

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    Grup de recerca SENDA (Security of Network and Distributed Applications)In this paper, we introduce software code to improve Delay and Disruption Tolerant Networking (DTN) performance. DTN is extremely useful when source and destination nodes are intermittently connected. DTN implementations use application-specific routing algorithms to overcome those limitations. However, current implementations do not support the concurrent execution of several routing algorithms. In this paper, we contribute to this issue providing a solution that consists on extending the messages being communicated by incorporating software code for forwarding, lifetime control and prioritisation purposes. Our proposal stems from the idea of moving the routing algorithms from the host to the message. This solution is compatible with Bundle Protocol (BP) and facilitates the deployment of applications with new routing needs. A real case study based on an emergency scenario is presented to provide details of a real implementation. Several simulations are presented to prove the feasibility and usability of the system and to analyse its performance in comparison to state-of-the-art approaches

    Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System

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    [EN] Two of the most popular mediums for virtual reality are head-mounted displays and surround-screen projection systems, such as CAVE Automatic Virtual Environments. In recent years, HMDs suffered a significant reduction in cost and have become widespread consumer products. In contrast, CAVEs are still expensive and remain accessible to a limited number of researchers. This study aims to evaluate both objective and subjective characteristics of a CAVE-like monoscopic low-cost virtual reality surround-screen projection system compared to advanced setups and HMDs. For objective results, we measured the head position estimation accuracy and precision of a low-cost active infrared (IR) based tracking system, used in the proposed low-cost CAVE, relatively to an infrared marker-based tracking system, used in a laboratory-grade CAVE system. For subjective characteristics, we investigated the sense of presence and cybersickness elicited in users during a visual search task outside personal space, beyond arms reach, where the importance of stereo vision is diminished. Thirty participants rated their sense of presence and cybersickness after performing the VR search task with our CAVE-like system and a modern HMD. The tracking showed an accuracy error of 1.66 cm and .4 mm of precision jitter. The system was reported to elicit presence but at a lower level than the HMD, while causing significant lower cybersickness. Our results were compared to a previous study performed with a laboratory-grade CAVE and support that a VR system implemented with low-cost devices could be a viable alternative to laboratory-grade CAVEs for visual search tasks outside the users personal space.This work was supported by the Fundação para a Ciência e Tecnologia through the AHA project (CMUPERI/HCI/0046/2013), by the INTERREG program through the MACBIOIDI project (MAC/1.1.b/098), LARSyS (UIDB/50009/2020), NOVA-LINCS (UID/CEC/04516/2019), by Fundació la Marató de la TV3 (201701-10), and the European Union through the Operational Program of the European Regional Development Fund (ERDF) of the Valencian Community 2014-2020 (IDIFEDER/2018/029)Gonçalves, A.; Borrego, A.; Latorre, J.; Llorens Rodríguez, R.; Bermúdez, S. (2021). Evaluation of a Low-Cost Virtual Reality Surround-Screen Projection System. IEEE Transactions on Visualization and Computer Graphics. 1-12. https://doi.org/10.1109/TVCG.2021.3091485S11

    Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweight Women

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    [EN] Virtual reality has been found to be a useful tool for positively influencing relevant psychological variables in order to increase physical activity (PA), especially in the overweight population. This study investigates the use of avatars and their physical variations to extend the effectiveness of existing interventions to promote PA. The main objective is to analyze the influence of the avatars' body dimensions on the efficacy of an Internet intervention to increase PA levels and improve other relevant variables (motivation toward PA, enjoyment, anxiety, self-efficacy, and PA goals). A total of 42 overweight women received a brief online intervention, and they were randomly assigned to one of three conditions: the "Ideal avatar" (IAC: participants are represented by avatars with ideal body dimensions); the "Real avatar" (RAC: participants are represented by avatars with participants' current body dimensions); and the "Non avatar" (NAC: participants are not represented by avatars). Results showed that the online intervention was effective in increasing PA practice and self-efficacy expectations. However, manipulating the body dimensions of avatars did not improve this intervention, although ideal avatars helped to reduce the anxiety experienced during PA in this population.This study was funded by "INTERSABIAS" project (PROMETEO/2018/110, Conselleria d'Educacion, Investigacio, Cultura i Esport de la Generalitat Valenciana) and by CIBER of Physiopathology of Obesity Nutrition, an initiative of ISCII (ISCII CB0603/0052).Navarro, J.; Cebolla, A.; Llorens Rodríguez, R.; Borrego, A.; Baños, RM. (2020). Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweight Women. International Journal of Environmental research and Public Health (Online). 17(11):1-14. https://doi.org/10.3390/ijerph17114045S1141711Ding, D., Lawson, K. D., Kolbe-Alexander, T. L., Finkelstein, E. A., Katzmarzyk, P. T., van Mechelen, W., & Pratt, M. (2016). 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    PrivHab+ : A secure geographic routing protocol for DTN

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    Altres ajuts: Universitat Autònoma de Barcelona 472-03-01/2012We present PrivHab+, a secure geographic routing protocol that learns about the mobility habits of the nodes of the network and uses this information in a secure manner. PrivHab+ is designed to operate in areas that lack of network, using the store-carry-and-forward approach. PrivHab+ compares nodes and chooses the best choice to carry messages towards a known geographical location. To achieve a high performance and low overhead, PrivHab+ uses information about the usual whereabouts of the nodes to make optimal routing decisions. PrivHab+ makes use of cryptographic techniques from secure multi-party computation to preserve nodes' privacy while taking routing decisions. The overhead introduced by PrivHab+ is evaluated using a proof-of-concept implementation, and its performance is studied under the scope of a realistic application of podcast distribution. PrivHab+ is compared, through simulation, with a set of well-known delay-tolerant routing algorithms in two different scenarios of remote rural areas

    PrivHab : A privacy preserving georouting protocol based on a multiagent system for podcast distribution on disconnected areas

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    Altres ajuts: Universitat Autònoma de Barcelona 472-03-01/2012We present PrivHab, a privacy preserving georouting protocol that improves multiagent decision-making. PrivHab learns the mobility habits of the nodes of the network. Then, it uses this information to dynamically select to route an agent carrying a piece of data to reach its destination. PrivHab makes use of cryptographic techniques from secure multi-party computation to make the decisions while preserving nodes' privacy. PrivHab uses a waypoint-based routing that achieves a high performance and low overhead in rugged terrain areas that are plenty of physical obstacles. The store-carry-and-forward approach used is combined with mobile agents that provide intelligence, and it is designed to operate in areas that lack network infrastructure. We have evaluated PrivHab under the scope of a realistic podcast distribution application in remote rural areas, where these programs have to be recorded into a physical format and distributed to the local radio stations. The usage of PrivHab aims to reduce this spending of resources. The PrivHab protocol is compared with a set of well-known delay-tolerant routing algorithms and shown to outperform them

    Podcast distribution on Gwanda using PrivHab : a multiagent secure georouting protocol

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    Capítol de llibre d'actes del congres: 13th Conference on Practical Applications of Agents and Multi-Agent Systems (PAAMS 15).We present PrivHab, a georouting protocol that improves multiagent systems itinerary decision-making. PrivHab uses the mobility habits of the nodes of the network to select an itinerary for each agent carrying a piece of data. PrivHab makes use of cryptographic techniques to make the decisions while preserving nodes' privacy. PrivHab uses a waypoint-based georouting that achieves a high performance and low overhead in rugged terrain areas that are plenty of physical obstacles. The store-carry-and-forward approach used is based on mobile agents and is designed to operate in areas that lack network infrastructure. We have evaluated PrivHab under the scope of a realistic podcast distribution application in remote rural areas. The PrivHab protocol is compared with a set of well-known delay-tolerant routing algorithms and shown to outperform them

    Subjective, behavioral, and physiological responses to the rubber hand illusion do not vary with age in the adult phase

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    [EN] The Rubber Hand Illusion (RHI) is a perceptual illusion that enables integration of artificial limbs into the body representation through combined multisensory integration. Most previous studies investigating the RHI have involved young healthy adults within a very narrow age range (typically 20-30 years old). The purpose of this paper was to determine the influence of age on the RHI. The RHI was performed on 93 healthy adults classified into three groups of age (20-35 years old, N = 41; 36-60 years old, N = 28; and 61-80 years old, N = 24), and its effects were measured with subjective (Embodiment of Rubber Hand Questionnaire), behavioral (proprioceptive drift), and physiological (changes in skin temperature and conductance) measures. There were neither significant differences among groups in any response, nor significant covariability or correlation between age and other measures (but for skin temperature), which suggests that the RHI elicits similar responses across different age groups in the adult phase.This study was funded, in part, by Ministerio de Economia y Competitividad of Spain (Grant BES-2014-068218) and Universitat Politecnica de Valencia (Grant PAID-10-14 and Grant PAID-10-16).Palomo, P.; Borrego, A.; Cebolla, A.; Llorens Rodríguez, R.; Demarzo, M.; Baños Rivera, RM. (2018). Subjective, behavioral, and physiological responses to the rubber hand illusion do not vary with age in the adult phase. Consciousness and Cognition. 58:90-96. https://doi.org/10.1016/j.concog.2017.10.014S90965

    Competition Enhances the Effectiveness and Motivation of Attention Rehabilitation After Stroke. A Randomized Controlled Trial

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    [EN] Attention deficits are among the most common cognitive impairments observed after experiencing stroke. However, a very limited number of studies have investigated the effectiveness of interventions that specifically focus on the rehabilitation of attention deficits among subjects with impaired attention. Although several interventions have included the use of computerized programs to provide dynamic stimuli, real-time performance feedback, and motivating tasks, existing studies have not exploited the potential benefits of multi-user interactions. Group-based and competitive interventions have been reported to be more enjoyable and motivating, depending on individual traits, and may potentially be more demanding, which may increase their effectiveness. This study investigated the effectiveness and motivating abilities of an intervention specifically designed to address attention deficits. This intervention combined paper-and-pencil tasks and interactive, computerized, multi-touch exercises, which were administered, either non-competitively or competitively, to a group of 43 individuals with chronic stroke. The mediating effects of competitiveness were evaluated for both intervention effectiveness and motivation. Participants were randomly sorted into two groups and underwent 20 one-hour group-based sessions, during which they either worked individually or competed with peers, according to their group allocation. Participants were assessed before and after the intervention, using the Conners' Continuous Performance Test, the d2 Test of Attention, the Color Trail Test, the Digit Span Test, and the Spatial Span Test. The competitiveness and subjective experiences of the participants after the intervention were investigated with the Revised Competitiveness Index and the Intrinsic Motivation Inventory, respectively. The results showed that participants who competed demonstrated significantly greater improvements in all cognitive abilities, except for divided attention, and reported greater enjoyment than their non-competitive peers. Both groups reported comparable levels of perceived competence, pressure, and usefulness. Interestingly, the competitiveness of the participants did not alter either the effectiveness or the subjective experience of the intervention. These findings suggest that competition might enhance the effectiveness and enjoyment of rehabilitation interventions designed to address attention deficits in individuals post-stroke, regardless of their level of competitiveness and without having a negative effect on their perceived pressure and competence.This study was funded by Ministerio de Economia y Competitividad of Spain (Project IDI-20110844), by Conselleria de Educacion, Cultura y Deporte of Generalitat Valenciana of Spain (Project SEJI/2019/017) and the European Union through the Operational Program of the European Regional Development Fund (ERDF) of the Valencian Community 2014-2020 (IDIFEDER/2018/029).Navarro, MD.; Llorens Rodríguez, R.; Borrego, A.; Alcañiz Raya, ML.; Noé, E.; Ferri, J. (2020). Competition Enhances the Effectiveness and Motivation of Attention Rehabilitation After Stroke. A Randomized Controlled Trial. 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Imaging Social Motivation: Distinct Brain Mechanisms Drive Effort Production during Collaboration versus Competition. Journal of Neuroscience, 33(40), 15894-15902. doi:10.1523/jneurosci.0143-13.2013Llorens, R., Noé, E., Ferri, J., & Alcañiz, M. (2015). Videogame-based group therapy to improve self-awareness and social skills after traumatic brain injury. Journal of NeuroEngineering and Rehabilitation, 12(1). doi:10.1186/s12984-015-0029-1Loetscher, T., Potter, K.-J., Wong, D., & das Nair, R. (2019). Cognitive rehabilitation for attention deficits following stroke. Cochrane Database of Systematic Reviews. doi:10.1002/14651858.cd002842.pub3Maclean, N., Pound, P., Wolfe, C., & Rudd, A. (2002). The Concept of Patient Motivation. Stroke, 33(2), 444-448. doi:10.1161/hs0202.102367Mandehgary Najafabadi, M., Azad, A., Mehdizadeh, H., Behzadipour, S., Fakhar, M., Taghavi Azar Sharabiani, P., … Khalaf, K. (2019). 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