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Implementing Universal Design through augmented-reality game-based learning 通过增强现实游戏式学习实施通用设计
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100070
Amarpreet Gill , Derek Irwin , Dave Towey , Yanhui Zhang , Pinzhuang Long , Linjing Sun , Wanling Yu , Yaxin Zheng

Technology integration in higher education (HE) provides educators with the opportunity to design stimulating learning environments, especially in design and engineering education (DEE) where it plays a unique role in nurturing creativity, problem-solving and innovation. This study investigates the integration of an augmented reality (AR) educational game in DEE, focusing on the teaching of Design for Manufacturing and Assembly (DfMA) principles. The primary aim of this research is to enhance traditional DfMA teaching and learning (T&L) practices by applying innovative T&L strategies. The resulting AR DfMA game, developed using digital game-based learning, microlearning and collaborative learning techniques, aligns with the Universal Design for Learning framework to create an inclusive learning environment that encourages participation from all students and supports several learning styles.

The study tests the individual features designed for personal study opportunities to discover which elements are optimal in that environment, and then on the proposed in-class group components of the AR game, involving 68 participants from the appropriate program, though it is not currently implemented as part of a module. We utilize a mixed methods approach to examine the students’ experience and identify key design features that contribute to an inclusive educational experience. The findings highlight positive student experiences, and preferences for hands-on engagement, multimodal content, and collaborative activities. The AR DfMA game also has the potential to enhance intrinsic motivation and create an active and inclusive learning environment. Challenges and areas for improvement are also discussed.

高等教育(HE)中的技术整合为教育工作者提供了设计激励性学习环境的机会,特别是在设计与工程教育(DEE)中,技术在培养创造力、解决问题和创新方面发挥着独特的作用。本研究调查了增强现实(AR)教育游戏在设计与工程教育中的整合情况,重点关注制造与装配设计(DfMA)原则的教学。本研究的主要目的是通过应用创新的教学和学习策略,加强传统的 DfMA 教学和学习(T&L)实践。本研究测试了为个人学习机会设计的个别功能,以发现哪些元素在该环境中是最佳的,然后测试了 AR 游戏的拟议课内小组组件,有来自相应课程的 68 名参与者参与,尽管它目前尚未作为模块的一部分实施。我们采用混合方法来研究学生的体验,并确定有助于包容性教育体验的关键设计特征。研究结果强调了学生的积极体验,以及对动手参与、多模态内容和协作活动的偏好。此外,AR DfMA 游戏还有可能增强内在动力,创造积极的全纳学习环境。此外,还讨论了面临的挑战和需要改进的地方。
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引用次数: 0
Advantages of virtual reality childbirth education 虚拟现实分娩教育的优势
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100058
Marjaana Siivola , Teemu Leinonen , Lauri Malmi

Many expectant parents do not prepare enough for childbirth, and not getting a tour of the birthing hospital is causing them unnecessary stress. We enhanced childbirth education with an online virtual reality program for the users to experience what it might be like to give birth in a hospital. In this paper, we report a study that included observational user testing with a virtual reality headset and autonomic testing with the device of the user's choice. Data was collected with a pre-questionnaire, observations from the user tests, a semi-structured interview with the expecting parents, a post-questionnaire, and a follow-up questionnaire. The program improved learning outcomes and offered realistic and concrete birthing examples. Usability was good with the virtual reality headsets, while other devices need more research.

许多准父母没有为分娩做好充分准备,也没有参观分娩医院,这给他们造成了不必要的压力。我们通过在线虚拟现实程序加强了分娩教育,让用户体验在医院分娩的感觉。在本文中,我们报告了一项研究,其中包括使用虚拟现实头盔进行用户观察测试,以及使用用户选择的设备进行自主测试。数据收集包括前期问卷调查、用户测试观察、对准父母的半结构化访谈、后期问卷调查以及后续问卷调查。该项目提高了学习效果,并提供了现实而具体的分娩实例。虚拟现实头盔的可用性很好,而其他设备还需要进一步研究。
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引用次数: 0
Unveiling the synergy of peer feedback and the Metaverse 揭示同行反馈与 Metaverse 的协同作用
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100056
Junjie Gavin Wu , Zi Yang , Sumei Wu , Di Zou

Undeniably, technology has become an integral part of education across all disciplines. Over the past decades, significant technological advancements, such as the normalization of computers and the popularization of mobile devices, have transformed and revolutionized our learning paradigms. Education has transitioned from the bricks-and-mortar, teacher fronted, and textbook-based teaching to out-of-class, student-centered, and inquiry-based learning. Since 2020, emerging technologies such as the Metaverse and artificial intelligence have shown great potential in expanding learning opportunities, ranging from the location of learning and teaching, the student-teacher machine interactions, to different modes of instruction and learning. In particular, the Metaverse has the power to transform the way peer feedback is provided, which is an essential aspect of effective education. This position paper aims to shed some light on the intersection of peer feedback and the Metaverse. It starts with a review of the classic sociocultural learning theory and the historical use of technology to support peer feedback, followed by an introduction to the definition and features of the Metaverse technology. Then, the paper proposes a tentative model about how the Metaverse can be utilized to facilitate peer feedback. It ends with important questions for educators and learners to contemplate in order to make the most of this new technology in improving the provision and uptake of peer feedback.

不可否认,技术已成为各学科教育不可或缺的一部分。在过去的几十年里,计算机的普及和移动设备的普及等重大技术进步,改变和革新了我们的学习模式。教育已从实体教学、教师主导和基于课本的教学过渡到课外教学、以学生为中心和基于探究的学习。2020 年以来,元宇宙和人工智能等新兴技术在拓展学习机会方面展现出巨大潜力,从学习和教学的地点、师生机器互动到不同的教学和学习模式,不一而足。尤其是,Metaverse 有能力改变提供同伴反馈的方式,而这正是有效教育的一个重要方面。本立场文件旨在阐明同伴反馈与元数据的交叉点。文章首先回顾了经典的社会文化学习理论和历史上使用技术来支持同伴反馈的情况,然后介绍了 Metaverse 技术的定义和特点。然后,本文就如何利用 Metaverse 促进同伴反馈提出了一个初步模型。文章最后提出了一些重要问题,供教育者和学习者思考,以便充分利用这一新技术来改进同伴反馈的提供和吸收。
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引用次数: 0
Immersive VR for K-12 experiential education – proposing a pedagogies, practicalities, and perspectives informed framework 针对 K-12 体验式教育的沉浸式虚拟现实--提出一个教学法、实用性和视角知情框架
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100068
Christian Schott, Andrea Milligan, Stephen Marshall

Research on immersive virtual reality's (VR) impact on K-12 education, particularly experiential learning, has increased. However, there is a paucity of research providing insight into teacher and student perspectives on integrating virtually situated learning experiences (VSLE) into curricula and classrooms. This article reports on the pedagogical and practical benefits and challenges of using an immersive VSLE to support experiential learning across three K-12 schools. Focus groups with teachers and students revealed pedagogical benefits but also constraints related to classroom environments, teacher demands, and the VSLE's scale and interactivity. The findings were synthesized into an expanded conceptualisation of Situated Experiential Education Environments, incorporating nuanced pedagogical and practical considerations raised by participants.

有关沉浸式虚拟现实(VR)对 K-12 教育,特别是体验式学习的影响的研究日益增多。然而,从教师和学生的角度深入探讨将虚拟情景学习体验(VSLE)融入课程和课堂的研究却很少。本文报告了在三所 K-12 学校中使用沉浸式虚拟情景学习体验来支持体验式学习在教学和实践方面的益处和挑战。与教师和学生进行的焦点小组讨论揭示了教学上的益处,同时也揭示了与课堂环境、教师需求以及 VSLE 的规模和互动性有关的制约因素。研究结果被归纳为情境体验式教育环境的扩展概念,纳入了参与者提出的细微的教学和实践考虑因素。
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引用次数: 0
A systematic review on vocabulary learning in AR and VR gamification context AR 和 VR 游戏化背景下的词汇学习系统综述
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100057
Lin Haoming, Wei Wei

In recent scholarly literature, there has been a growing focus on the integration of augmented reality (AR), virtual reality (VR), and digital games to assist language learning. However, little has been written on reviewing the adoption of gamified AR or VR in facilitating the enhancement of specific language skills. Addressing this research gap, the present study conducted a systematic review of vocabulary learning within AR and VR gamification context. Following the predefined inclusion criteria and literature selection process outlined by the PRISMA framework, 23 articles were selected from a pool of 97 studies for final analysis. The major findings revealed that: (1) Form and meaning of vocabulary took precedence in gamified AR-assisted vocabulary learning or VR-assisted vocabulary learning, adopting intentional learning as the primary approach; (2) A significant majority of studies employed researcher-coined vocabulary tests as the measurements for assessing vocabulary knowledge, with translation, multiple-choice questions, and word-matching serving as the most common tasks; (3) The reviewed studies demonstrated that gamified AR and VR both prioritize interactivity as the core digital affordance in the context of vocabulary learning. Gamified AR owned unique features, including bridging reality and virtuality, promoting collaborative learning, and visualizing content, while gamified VR was more inclined toward immersion and facilitating self-regulated learning; (4) Three aspects of problems, namely technology-related, student-related, and teacher-related, emerged with the application of gamified AR or VR. Based on these results, the current study engaged in a comprehensive discussion and suggested a tripartite co-construction mechanism for learning materials, involving students, teachers, and researchers, integrating both gamified AR and VR.

在最近的学术文献中,人们越来越关注将增强现实(AR)、虚拟现实(VR)和数字游戏结合起来辅助语言学习。然而,关于采用游戏化 AR 或 VR 来促进提高特定语言技能的研究却很少。针对这一研究空白,本研究对 AR 和 VR 游戏化背景下的词汇学习进行了系统性综述。按照 PRISMA 框架规定的预定义纳入标准和文献筛选流程,从 97 篇研究中筛选出 23 篇文章进行最终分析。主要研究结果表明(1) 在游戏化AR辅助词汇学习或VR辅助词汇学习中,词汇的形式和意义优先,采用有意学习作为主要方法;(2) 绝大多数研究采用研究者设计的词汇测试作为评估词汇知识的测量方法,翻译、多项选择题和单词匹配是最常见的任务;(3) 所审查的研究表明,游戏化AR和VR都将交互性作为词汇学习背景下的核心数字能力。游戏化AR具有独特的功能,包括连接现实与虚拟、促进协作学习和内容可视化,而游戏化VR则更倾向于沉浸式学习和促进自我调节学习;(4)游戏化AR或VR的应用出现了三个方面的问题,即技术相关问题、学生相关问题和教师相关问题。基于这些结果,本研究进行了全面的讨论,并提出了一种由学生、教师和研究人员三方共同参与,将游戏化AR和VR整合在一起的学习材料共建机制。
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引用次数: 0
A novel ethical analysis of educational XR and AI in literature 对文学作品中的教育 XR 和人工智能进行新颖的伦理分析
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100052
Bahar Memarian, Tenzin Doleck

This review paper aims to search the landscape of Extended Reality or XReality technology in light of Artificial Intelligence or AI. Through an examination of the Web of Science or WoS, a total of 29 studies were selected for review. We extracted information on the XReality with AI trends in the studies and further classified the pedagogical impact of the studies using the E3XReality framework suggesting that XReality technology may fall into three levels (three Es for XR hence E3XR): 1) Ethics (making sure we do and receive no harm in learning), 2) Educational effectiveness (making sure learning is effective to our goals and outcomes), and 3) Eudaimonia (making sure learning is both effective and ethical). Using open and axial coding, we find that a survey of perceptions or review of the literature was most often made, followed by the study of technical and pedagogical interventions. VR followed by MR was noted the most in the reviewed studies and surprisingly no mention of AR in the silo was made. The use of AI with XReality was mostly done to provide actionable insight, followed by insight and control. The analysis of studies against the conceptual framework E3XReality suggested that current work is largely at the education state and more work is needed to transition to a more sophisticated state of Eudaimonia. Further, several challenges were obtained from the 29 reviewed studies. The contribution of this paper is to offer an extensive synthesis of challenges as well as future recommendations for using XReality with AI in education.

本综述旨在从人工智能(Artificial Intelligence 或 AI)的角度,探讨扩展现实(Extended Reality 或 XReality)技术的发展前景。通过对 "科学网"(Web of Science 或 WoS)的研究,我们共选取了 29 项研究进行综述。我们从这些研究中提取了有关XReality与人工智能趋势的信息,并使用E3XReality框架对这些研究的教学影响进行了进一步分类,该框架认为XReality技术可分为三个层次(XR的三个E,即E3XR):1)道德(确保我们在学习中不造成伤害);2)教育效果(确保学习对我们的目标和成果有效);3)Eudaimonia(确保学习既有效又道德)。通过开放式和轴向编码,我们发现最常见的是对认知的调查或对文献的回顾,其次是对技术和教学干预措施的研究。在所审查的研究中,VR 被提及最多,其次是 MR,而令人惊讶的是,在研究中没有提及 AR。人工智能与 XReality 的结合主要是为了提供可操作的洞察力,其次是洞察力和控制力。根据 E3XReality 概念框架对研究进行的分析表明,目前的工作主要处于教育状态,需要做更多的工作才能过渡到更复杂的 Eudaimonia 状态。此外,29 项审查研究还提出了一些挑战。本文的贡献在于对这些挑战进行了广泛的综述,并对未来在教育中使用 XReality 与人工智能提出了建议。
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引用次数: 0
Exploring interactivity effects on learners’ sense of agency, cognitive load, and learning outcomes in immersive virtual reality: A mixed methods study 在沉浸式虚拟现实中探索互动性对学习者的代入感、认知负荷和学习成果的影响:混合方法研究
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100066
Anu Lehikko , Mikko Nykänen , Kristian Lukander , Jose Uusitalo , Heli Ruokamo

This study explored the effects of IVR interactivity on learners’ sense of agency, cognitive load, and learning outcomes. The research questions were: 1. “How does interactivity influence the learners’ sense of agency?” and 2. “How does interactivity influence the learners’ cognitive load and learning outcomes?” A mixed-methods experimental design was applied. Safety training interventions, including individually performed IVR scenarios, were held for 68 participants in groups of two to four persons in two work organizations. Single- and repeated-measure questionnaires were the main source of the quantitative data. Qualitative data collection by video recordings and stimulated recall interviews was carried out on 23 persons in total. The results indicate that high interactivity enables a stronger sense of agency for the learners and yields learning benefits by supporting generative cognitive processing. Based on the results, interactivity and learner involvement may be particularly important for achieving affective training goals. Considering the sociocultural and individual factors in training design and pre-briefing the learners are also recommended.

本研究探讨了 IVR 交互性对学习者的代入感、认知负荷和学习效果的影响。研究问题如下1."交互性如何影响学习者的代入感?"交互性如何影响学习者的认知负荷和学习效果?研究采用了混合方法实验设计。在两个工作组织中,以 2 到 4 人为一组,对 68 名参与者进行了安全培训干预,包括单独进行 IVR 情景模拟。单次和重复测量问卷是定量数据的主要来源。通过录像和刺激回忆访谈收集的定性数据共有 23 人。结果表明,高互动性能增强学习者的代入感,并通过支持生成性认知处理产生学习效益。根据这些结果,互动性和学习者的参与对于实现情感培训目标尤为重要。此外,还建议在培训设计中考虑社会文化和个人因素,并在培训前向学员做简要介绍。
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引用次数: 0
Applying multimodal data fusion to track autistic adolescents’ representational flexibility development during virtual reality-based training 应用多模态数据融合技术跟踪自闭症青少年在虚拟现实训练中表象灵活性的发展情况
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100063
Jewoong Moon , Fengfeng Ke , Zlatko Sokolikj , Shayok Chakraborty

In our study, we harnessed multimodal data to develop a predictive model aimed at assessing the development of representational flexibility (RF) in autistic adolescents engaged in virtual reality (VR)-based cognitive skills training. Recognizing VR's potential to enhance RF through immersive 3D simulation tasks, we addressed the research gap in analyzing learners' digital interactions within this environment. This data mining study integrated diverse data sources—including behavioral cues, physiological responses, and direct interaction logs—collected from 178 training sessions with eight autistic adolescents. This comprehensive dataset, encompassing both audio and screen recordings, was analyzed using advanced machine learning techniques. Through decision-level data fusion, particularly employing the random forest algorithm, our model demonstrated enhanced accuracy in predicting RF development, surpassing single-source data approaches. This research not only contributes to the effective use of VR in educational interventions for autistic adolescents but also showcases the potential of multimodal data fusion in understanding complex cognitive skills development.

在我们的研究中,我们利用多模态数据开发了一个预测模型,旨在评估参与基于虚拟现实(VR)的认知技能培训的自闭症青少年的表象灵活性(RF)发展情况。我们认识到 VR 有可能通过身临其境的三维模拟任务来提高表征灵活性,因此我们填补了在分析学习者在此环境中的数字互动方面的研究空白。这项数据挖掘研究整合了各种数据源--包括行为线索、生理反应和直接交互日志--这些数据是从八名自闭症青少年的 178 次培训课程中收集的。该综合数据集包括音频和屏幕记录,采用先进的机器学习技术进行分析。通过决策级数据融合,特别是采用随机森林算法,我们的模型在预测射频发展方面表现出更高的准确性,超过了单一来源数据方法。这项研究不仅有助于在自闭症青少年的教育干预中有效利用虚拟现实技术,还展示了多模态数据融合在理解复杂认知技能发展方面的潜力。
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引用次数: 0
Use of a mixed-reality creative environment in design education 在设计教育中使用混合现实创意环境
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100055
Xiaoxiao Liu , Yiming Shen , Yukari Nagai , Hirokazu Kato

Advances in mixed reality (MR) have led to the extensive use of technological forms in education and training, and there is evidence of MR's pedagogical effectiveness. Owing to its ability to foster learning, research on MR and its application in education are considered technological breakthroughs. Design education requires an environment that supports creative activities to help students improve their learning outcomes, making it an appropriate field to explore the incorporation of MR. This study developed a virtual learning environment based on Microsoft HoloLens 2, creating an MR educational setting that enhances design students' learning experience by combining a physical and a virtual environment. Additionally, the study evaluated the impact of MR environment interventions on the creative process and the effect of design students' creativity on the results. Employing an experimental research design, 24 design students were divided into control and experimental groups, each with an equal number of participants. Both groups completed a creative task, with the control group using a traditional creative environment and the latter using an MR creative environment. The experimental results showed that the MR environment is feasible for use in design education. Additionally, the creative outcomes of the experimental group were better than those of the control group, and the students who used the MR environment rated their creative experience more positively. For example, MR intervention stimulated students' personal engagement and learning motivation by providing them with more intelligent and multisensory 3D interactive information. The study also revealed that students' creative processes and outcomes benefited from the MR environment. We explored the advantages of MR educational environments in terms of expanding the environmental dimension in education and valuing the promotion of learners' capabilities, as well as the application of its future developments in education and beyond.

混合现实(MR)技术的进步使技术形式在教育和培训中得到广泛应用,而且有证据表明混合现实在教学方面非常有效。由于 MR 能够促进学习,有关 MR 的研究及其在教育中的应用被认为是技术上的突破。设计教育需要一个支持创造性活动的环境,以帮助学生提高学习成绩,这使其成为探索磁共振技术应用的合适领域。本研究开发了一个基于微软 HoloLens 2 的虚拟学习环境,创建了一个 MR 教育环境,通过结合物理和虚拟环境来增强设计专业学生的学习体验。此外,研究还评估了磁共振环境干预对创意过程的影响,以及设计专业学生的创意对结果的影响。采用实验研究设计,24 名设计专业学生被分为对照组和实验组,每组人数相等。两组学生都完成了一项创意任务,对照组使用传统创意环境,实验组使用 MR 创意环境。实验结果表明,在设计教育中使用磁共振环境是可行的。此外,实验组的创作成果优于对照组,使用 MR 环境的学生对自己的创作体验给予了更积极的评价。例如,通过为学生提供更加智能和多感官的三维互动信息,磁共振干预激发了学生的个人参与和学习动力。研究还显示,学生的创作过程和成果都受益于磁共振环境。我们探讨了磁共振教育环境在扩大教育的环境维度和重视促进学习者能力方面的优势,以及其在教育及其他领域的未来发展应用。
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引用次数: 0
A social presence benchmark framework for extended reality (XR) technologies 扩展现实(XR)技术的社会存在基准框架
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100062
Ryan Lege

As extended reality (XR) technologies become more accessible and technologically capable, exploring the potential of these rich mediums for technologically mediated communication is intriguing. In the commercial sector, technology corporations promise consumers that these XR technologies, augmented reality (AR), virtual reality (VR), and mixed reality (MR) will shape the future of social interaction. They claim that these technologies will allow users to get closer to their loved ones and connect on deeper levels. The effort of these corporations to reassure us that XR technologies will strengthen human connections has highlighted the importance of the concept of social presence. Social presence is the perception that the user is, in fact, together with another person, though they are interacting through a technological medium in disparate locations (Kreijns et al., 2022). Social presence research has focused on various technological mediums, like television and text messaging, and contexts, such as distance education and business communication. However, as XR technologies have become more readily available (Ziker et al., 2021), there is a need for more research into the affordances of these new mediums. Many companies claim that their XR products offer rich communicative benefits, but many of their claims are difficult to assess. Therefore, this paper proposes a system for evaluating the capacity of XR technologies to contribute to social presence. First, this paper will delve into the research on social presence and the role of technology in its mediation. Then, the author presents a baseline scenario to help gauge the degree to which technologies can promote social presence. Finally, the author will provide a basic conceptual framework for examining XR technologies and their capacity to facilitate social presence. The paper concludes by discussing future directions for social presence research with XR technologies.

随着扩展现实(XR)技术的普及和技术能力的提高,探索这些以技术为媒介的丰富交流媒介的潜力就显得尤为重要。在商业领域,技术公司向消费者承诺,这些 XR 技术、增强现实(AR)、虚拟现实(VR)和混合现实(MR)将塑造未来的社交互动。他们声称,这些技术将使用户更接近他们所爱的人,并建立更深层次的联系。这些公司努力向我们保证,XR 技术将加强人与人之间的联系,这凸显了 "社交存在感 "概念的重要性。社交存在感是指用户虽然在不同的地点通过技术媒介进行互动,但实际上与另一个人在一起的感觉(Kreijns 等人,2022 年)。社会存在研究主要集中在电视和短信等各种技术媒介以及远程教育和商务交流等环境中。然而,随着 XR 技术的普及(Ziker 等人,2021 年),有必要对这些新媒体的承受能力进行更多研究。许多公司声称其 XR 产品具有丰富的交流优势,但其中许多说法都难以评估。因此,本文提出了一个评估 XR 技术促进社会存在能力的系统。首先,本文将深入研究社会存在和技术在其中介作用中的作用。然后,作者将提出一个基准情景,以帮助衡量技术促进社会存在的程度。最后,作者将为研究 XR 技术及其促进社会存在的能力提供一个基本概念框架。本文最后讨论了利用 XR 技术进行社会存在研究的未来方向。
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引用次数: 0
期刊
Computers & Education: X Reality
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