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Hyperdocuments as automata: trace-based browsing property verification 作为自动机的超文档:基于跟踪的浏览属性验证
Pub Date : 1992-11-30 DOI: 10.1145/168466.171515
P. D. Stotts, R. Furuta, J. Ruiz
In many hypertext systems, meaningfully traversing a document depends on capabilities, features, and navigational aids that are part of the browser implementation. For example, if a reader browses to a node that has no out links, then backing up, or "warping" to the table of contents can allow the browsing session to continue. If hyperdocuments are to become interchangeable among hypertext systems, rather than being readable only on the systems from which they are authored, one obvious but complex approach is to try and standardize on (most likely, very many) browsing features and behaviors, forming some standard union of the capabilities of current major implementations. This approach molds (or perhaps restricts) future systems, since new browsing "features" must then be worked into such a standard. An alternate approach, used in this paper, is to de-emphasized browser features and emphasize inherent document structure with browsing semantics. An author should be able to create document structure so that the desired meaningful access patterns are inherently allowed by links rather than by browser capabilities. We present a method of analyzing the browsing properties of a hypertext document by examining the links alone. This method is not specific to any particular This work is based upon work supported by the National Science Foundation under grant numbers IRI-9007746 and IRI-9015439. Pennission to copy without fee all or part of this material is granted provided that copies are not made or distributed for direct conunercia.l advantage, the ACM copyright notice and the title of the publication and its date appear, and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requires a fee and/ or specific permission. ©1992 ACM 0-89791-547-X/92/0011/0272/ $1.50 hypertext system or document authoring. format. With it, an author can be certain that a document will allow particular access patterns when read on any browser implementation that has a single navigation operation: direct link following. The method requires a mental shift in how a hyperdocument is conceived abstractly. Instead of treating the links of a document as defining a static directed graph, they are thought of as defining an abstract program, termed the links-automaton of the document. A branching temporal logic notation, termed HTL *, is introduced for specifying properties a document should exhibit during browsing. An automated program verification technique called model checking is then used to verify that these specifications are met by the behavior of the links-automaton. We illustrate the generality of our technique by applying it first to a Trellis document, and then to a Hyperties document.
在许多超文本系统中,有意义地遍历文档取决于作为浏览器实现一部分的功能、特性和导航辅助。例如,如果读者浏览到一个没有输出链接的节点,那么备份或“扭曲”到目录表可以允许浏览会话继续。如果要在超文本系统之间实现超文档的可互换,而不是仅在编写它们的系统上可读,那么一个明显但复杂的方法是尝试标准化(很可能是非常多的)浏览特性和行为,形成当前主要实现功能的某种标准联合。这种方法塑造(或者可能限制)了未来的系统,因为新的浏览“特性”必须加入到这样的标准中。本文中使用的另一种方法是不强调浏览器特性,而强调具有浏览语义的固有文档结构。作者应该能够创建文档结构,以便链接固有地允许所需的有意义的访问模式,而不是浏览器功能。我们提出了一种通过单独检查链接来分析超文本文档浏览属性的方法。这项工作是基于国家科学基金会支持的工作,拨款号为IRI-9007746和IRI-9015439。允许免费复制全部或部分本材料,但不得为直接使用而制作或分发副本。因此,ACM版权声明、出版物的标题和出版日期都要出现,并且声明复制是由计算机协会许可的。以其他方式复制或重新发布需要付费和/或特定许可。©1992 ACM 0-89791-547-X/92/0011/0272/ $1.50超文本系统或文档创作。格式。有了它,作者就可以确定,当在任何浏览器实现上阅读文档时,文档将允许特定的访问模式,这些浏览器实现只有一个导航操作:下面是直接链接。这种方法需要在如何抽象地构思超级文档方面进行思想上的转变。不是将文档的链接视为定义静态有向图,而是将它们视为定义抽象程序,称为文档的链接自动机。引入了一种称为html *的分支时态逻辑符号,用于指定文档在浏览期间应该显示的属性。然后使用一种称为模型检查的自动程序验证技术来验证链接自动机的行为是否满足这些规范。我们首先将该技术应用于Trellis文档,然后将其应用于Hyperties文档,以此说明该技术的通用性。
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引用次数: 52
Video nodes and video webs: use of video in hypermedia 视频节点和视频网络:视频在超媒体中的应用
Pub Date : 1992-11-30 DOI: 10.1145/168466.168475
S. Gibbs
Extended Abstract Digital video consists of temporally correlated audio and visual data elements. Audio elements are basically sequences of digitized audio samples , while visual elements are sequences of raster frames. In either case the sequences may not be stored explicitly, but instead stored in a compressed representation, or an alternate representation from which the sequences are produced (as when audio is synthesized from a symbolic representation , such as musical notation, or video frames are rendered from animation data). Because of the temporal nature of digital video, its production and consumption often requires specialized devices capable of the real-time handling of streams of data. Until recently this equipment was expensive and not readily available. However a number of significant advances are now taking place that are greatly increasing the use of digital video. These developments include advances in high-bandwidth networks and protocols facilitating real-time transfer of digital video; improvements in storage media such as high-capacity magnetic disks and writable CDs; faster rendering rates for graphics hardware allowing real-time animation; greater availability of special-purpose audio and video processors on workstations; and better computer interfaces to both commercial and professional video products such as camcorders, VCRs, and video mixers. Another significant development is real-time compression and decom-pression hardware for digital video. The compressed video has data rates comparable to bus and disk bandwidths and so opens the possibility of video recording and playback from conventional secondary storage devices. " In ad'dition, an anticipated future development having broad-impact on the use of video, will be the emergence of standards for HDTV. In light of these changes, new possibilities are arising for application developers-in particular those who aim to enhance hypertext, or hy-permedia, with video capabilities. Early interactive video systems relied on analog read-only videodisc technology. This " first generation)' of video-based hypermedia provided very good video quality, but suffered from limitations imposed by the videodisc. Now digital video offers a way around many of the drawbacks of the " videodisc-digital video can be edited and modified, it can be processed, and, like any other form of data, it can be stored and retrieved from conventional storage systems. This presentation will focus on implications of digital video for hypermedia. A short overview of video technology will be provided, introducing such topics as video formats, video compre~ sion, and video editing. Several low-cost platforms for running digital video applications will be described and illustrated …
数字视频由时间相关的音频和视觉数据元素组成。音频元素基本上是数字化音频样本序列,而视觉元素是栅格帧序列。在任何一种情况下,序列都可能不会被显式存储,而是存储在压缩表示中,或者存储在产生序列的替代表示中(例如,当音频从符号表示合成时,例如音乐符号,或者从动画数据呈现视频帧)。由于数字视频的时间性质,它的生产和消费往往需要能够实时处理数据流的专门设备。直到最近,这种设备还很昂贵,而且不容易得到。然而,现在正在发生的一些重大进展大大增加了数字视频的使用。这些发展包括促进数字视频实时传输的高带宽网络和协议的进步;改进存储介质,如大容量磁盘和可写cd;更快的图形硬件渲染率,允许实时动画;在工作站上提供更多的专用音频和视频处理器;以及更好的商用和专业视频产品(如摄像机、录像机和视频混音器)的计算机接口。另一个重要的发展是用于数字视频的实时压缩和解压缩硬件。压缩视频具有与总线和磁盘带宽相当的数据速率,因此打开了从传统二级存储设备录制和播放视频的可能性。”此外,对视频使用具有广泛影响的一个预期的未来发展将是高清电视标准的出现。鉴于这些变化,应用程序开发人员(特别是那些旨在通过视频功能增强超文本或超媒体的开发人员)面临着新的可能性。早期的交互式视频系统依赖于模拟只读视频光盘技术。这“第一代”基于视频的超媒体提供了非常好的视频质量,但受到视频光盘的限制。现在,数字视频提供了一种解决“光盘”的许多缺点的方法——数字视频可以编辑和修改,可以处理,而且,像任何其他形式的数据一样,它可以存储和从传统存储系统中检索。本报告将集中讨论数字视频对超媒体的影响。将提供视频技术的简短概述,介绍视频格式、视频压缩和视频编辑等主题。本文将描述和说明运行数字视频应用程序的几个低成本平台。
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引用次数: 3
Design strategies for scenario-based hypermedia: description of its structure, dynamics, and style 基于场景的超媒体设计策略:描述其结构、动态和风格
Pub Date : 1992-11-30 DOI: 10.1145/168466.168494
Ryuichi Ogawa, Eiichiro Tanaka, Daigo Taguchi, Komei Harada
This paper describes design strategies for scenariobased hypermedia, which presents media composite nodes according to timed scripts. In order to translate an author’s story into timed scripts within a hypermedia framework, we present a design model with four different levels of scenario specifications. In these levels an author specifies details of 1) global structure described as the hierarchy of composite nodes with sequencing relationship between them, 2) detailed structure of a composite node described as a set of subnodes and navigation flow between them, 3) content specification of multimedia data, and 4) time and spatial presentation style of media data included in each node. Design strategies based on the model were applied to the authoring of a CD-ROM based English listening course for Japanese students. The design work was accomplished as a joint project with English teachers, and our scenario-based hypermedia system, Videobook, was used as the authoriug platform. This paper reports the details of the design strategies in each level and discusses how they made the authoring efficient while promoting the quality of the course.
本文描述了基于场景的超媒体设计策略,该策略根据定时脚本呈现媒体组合节点。为了将作者的故事翻译成超媒体框架内的定时脚本,我们提出了一个具有四个不同级别的场景规范的设计模型。在这些层次中,作者指定了以下细节:1)被描述为复合节点的层次结构的全局结构,以及它们之间的顺序关系;2)被描述为一组子节点和它们之间的导航流的复合节点的详细结构;3)多媒体数据的内容规范;4)每个节点中包含的媒体数据的时间和空间表示样式。将基于该模型的设计策略应用于日本学生英语听力光盘课程的编写。设计工作是与英语老师合作完成的,使用我们基于场景的超媒体系统Videobook作为权威平台。本文详细介绍了每个层次的设计策略,并讨论了它们如何在提高课程质量的同时提高创作效率。
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引用次数: 23
Cognitive processing of hyperdocuments: when does nonlinearity help? 超文档的认知加工:非线性何时起作用?
Pub Date : 1992-11-30 DOI: 10.1145/168466.168508
J. Rouet
This paper presents a review of empirical research on the cognitive processing of nonlinear documents, with the purpose of understanding when and how hypertext presentation might facilitate text comprehension and learning activities. Empirical studies conducted so far have used various methods, and foeused on a wide range of populations, types of documents, and reading or learning tasks. Alkhough hypertext is generally associated with information networks, a few interesting studies ad&ess the issues of computer assistance to linear text comprehension. A second group of studies investigate the use of nonlinear documents for general learning purposes. Although these studies are mainly concerned with linear-nonlinear comparisons, some of them address the effects of different design options. Finally,, a third group of studies compare information retrieval in linear versus nonlinear documents. Overall, there is no consistent evidence for the advantage of hypertext over linear presentation formats. Instead, the efficiency of nonlinear documents varies aeeording to (a) subjects’ expertise (b) interface features and (c) task requirements. In an attempt to provide an interpretative framework for these empirical findings, the notion of cognitive monitoring is briefly outlined. I conclude with a few implications for future hypertext reseamh. Permission to copy without fee all or part of this materisl is granted provided that copies are not made or distributed for direct commercial advantage, the ACM copyright notice and the title of the publication and its date appear, and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requires a fee and/or specific permission. @1992 ACM O-89791-547-X/92/0011 /0131/ $1.50
本文综述了非线性文件认知加工的实证研究,旨在了解超文本呈现何时以及如何促进文本理解和学习活动。迄今为止进行的实证研究使用了各种方法,并侧重于广泛的人群、文件类型以及阅读或学习任务。虽然超文本通常与信息网络联系在一起,但一些有趣的研究解决了计算机辅助线性文本理解的问题。第二组研究调查了非线性文件用于一般学习目的的使用。虽然这些研究主要关注线性-非线性比较,但其中一些研究涉及不同设计方案的影响。最后,第三组研究比较了线性和非线性文档中的信息检索。总的来说,没有一致的证据表明超文本优于线性表示格式。相反,非线性文件的效率根据(a)受试者的专业知识(b)界面特征和(c)任务要求而变化。在试图为这些实证发现提供一个解释性框架时,简要概述了认知监测的概念。最后,我对未来的超文本研究提出了几点建议。允许免费复制本材料的全部或部分,前提是不为直接商业利益制作或分发副本,出现ACM版权声明、出版物标题和日期,并通知复制是由计算机械协会许可的。以其他方式复制或重新发布需要付费和/或特定许可。@1992 acm o-89791-547-x /92/0011 /0131/ 1.50美元
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引用次数: 49
Gram: a graph data model and query languages Gram:一种图形数据模型和查询语言
Pub Date : 1992-11-30 DOI: 10.1145/168466.168527
B. Amann, M. Scholl
We present a model for data organized as graphs. Regular expressions over the types of the node and edge labelsare used to qualify connected subgraphs. An algebraic language based on these regular expressions and supportinga restricted form of recursion is introduced. A natural application of this model and its query language is hypertextquerying.
我们提出了一个将数据组织成图形的模型。节点和边缘标签类型上的正则表达式用于限定连接子图。介绍了一种基于这些正则表达式的代数语言,并支持一种限制形式的递归。该模型及其查询语言的自然应用是超文本查询。
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引用次数: 122
Structural and cognitive problems in providing version control for hypertext 超文本版本控制中的结构和认知问题
Pub Date : 1992-11-30 DOI: 10.1145/168466.168484
K. Østerbye
This paper discusses issues related to providing version control in hypertext systems. Many of the software engineering issues in versioning also apply to hypertext, but the emphasis on linking and structure in hypertext raises some new problems. The issues can roughly be divided into two categories. Datamodel issues, which will be referred to as structural issues, and user interface issues, which will be referred to aa cognitive issues. Both structural and cognitive issues will be described and divided into simpler problems which will be named and described, and it will be shown that composites serve aa a good starting point for solving both structural and cognitive problems of versioning.
本文讨论了在超文本系统中提供版本控制的相关问题。版本控制中的许多软件工程问题也适用于超文本,但是超文本对链接和结构的强调提出了一些新的问题。这些问题大致可以分为两类。数据模型问题被称为结构问题,用户界面问题被称为认知问题。将描述结构和认知问题,并将其划分为更简单的问题,这些问题将被命名和描述,并且将显示复合是解决版本控制的结构和认知问题的一个很好的起点。
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引用次数: 86
Combining hypertext and structured documents in Grif 在Grif中结合超文本和结构化文档
Pub Date : 1992-11-30 DOI: 10.1145/168466.168482
V. Quint, I. Vatton
This paper presents the experience gained in developing and using the hypertext functions of the Grif systeml. Grif is a structured document editor based on the generic structure concept: each document is represented in the system by it~ logical structure which is an instance of a generic structure. This notion of logical structure encompasses both hierarchical structures (as is usual in structured documents) and non-hierarchical links (as is usual in hypertext). The document model on which Grif is based is presented, focusing on the different types of links. Various applications using these links are also described. It is shown that the approaches of elect ronic documents and hypertext, which are often opposed to each other, can be combined for building more powerful integrated systems.
本文介绍了在开发和使用Grif系统的超文本功能方面所取得的经验。Grif是一种基于泛型结构概念的结构化文档编辑器:系统中的每个文档都用一个泛型结构实例的逻辑结构来表示。逻辑结构的概念既包括层次结构(如结构化文档中常见的那样),也包括非层次链接(如超文本中常见的那样)。本文介绍了Grif所基于的文档模型,重点介绍了不同类型的链接。还描述了使用这些链接的各种应用程序。研究表明,电子文档和超文本这两种经常对立的方法,可以结合起来构建更强大的集成系统。
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引用次数: 43
Imagined conversations: the relevance of hypertext, pragmatism, and cognitive flexibility theory to the interpretation of “classic texts” in intellectual history 想象对话:超文本、实用主义和认知灵活性理论与思想史“经典文本”解释的关联
Pub Date : 1992-11-30 DOI: 10.1145/168466.168512
R. Jones, R. Spiro
What does it mean to understand a “classic text” in the history of social thought? Recent pragmatist arguments in intellectual history suggest that it is a matter of placing the text within some larger context, viewing it from a variety of perspectives, and “using it” to satisfy one’s own interests and purposes. What is the best means to “advanced knowledge acquisition”? Reeent theories of learning in cognitive psychology suggest that we view “ill-structured knowledge domains” as landscapes, to be “criss-crossed” in a variety of directions, from multiple perspectives. Hypertext is a technology for doing both of these things. Quite independently, but sharing a foundation in pragmatism and the later Wittgenstein, each of these disciplines thus encourages further mearch in the development and implementation of hypertext systems for learning. Such research is being carried out in the Hypermedia Laboratory and the Cognitive Flexibility Laboratory at the University of Illinois, with implications for the way hypertext systems are designed and implemented, and the p&lagogical problems to which they are applied. Permission to copy without fee all or part of this material is granted provided that copies are not made or distributed for direct comercial advantage, the ACM copyright notice and the title of the publication and its date appear, and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requks a fee and/cw specific permission. @1992 ACM O-89791-547-X/92/0011 /0141/ $1.50
理解社会思想史上的“经典文本”意味着什么?最近在思想史上的实用主义论点表明,这是一个将文本置于更大的语境中,从各种角度看待它,并“利用它”来满足自己的兴趣和目的的问题。“获取先进知识”的最佳途径是什么?认知心理学中关于学习的最新理论表明,我们将“结构不良的知识领域”视为景观,从多个角度从各个方向“纵横交错”。超文本是一种实现这两种功能的技术。这些学科都是独立的,但在实用主义和后来的维特根斯坦(Wittgenstein)中有共同的基础,因此它们都鼓励在超文本学习系统的开发和实现方面进行进一步的研究。伊利诺斯大学的超媒体实验室和认知灵活性实验室正在进行这样的研究,研究超文本系统的设计和实现方式,以及应用超文本系统的p&lagological问题。允许免费复制本材料的全部或部分,前提是不为直接商业利益制作或分发副本,出现ACM版权声明和出版物标题及其日期,并通知复制是由计算机械协会许可的。以其他方式复制或重新发布,需要付费和/cw特定许可。@1992 acm o-89791-547-x /92/0011 /0141/ 1.50美元
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引用次数: 19
Design issues for a Dexter-based hypermedia system 基于dexx的超媒体系统的设计问题
Pub Date : 1992-11-30 DOI: 10.1145/168466.168525
Kaj Grønbæk, R. Trigg
This paper discusses experiences and lessons learned from the design of an open hypermedia system, one that integrates applications and data not ''owned'' by the hypermedia. The Dexter Hypertext Reference Model was used as the basis for the design. Though our experiences were generally positive, we found the model constraining in certain ways and underdeveloped in others. For instance, Dexter argues against dangling links, but we found several situations where permitting and supporting dangling links was advisable. In Dexter, the data objects making up a component's contents are encapsulated in the component; in practice, references to objects stored apart from the hyper media structure should be allowed. We elaborate Dexter's notion of composite component to include composites that ''contain'' other components and composites with structured contents, among others. The paper also includes a critique of Dexter's notion of link directionality, proposes a distinction between marked and unmarked anchors, and discusses anchoring within a composite.
本文讨论了从设计开放超媒体系统中获得的经验和教训,该系统集成了不属于超媒体的应用程序和数据。采用Dexter超文本参考模型作为设计基础。虽然我们的经验总体上是积极的,但我们发现这个模型在某些方面是有限制的,在其他方面是不发达的。例如,Dexter反对悬挂式链接,但是我们发现在一些情况下允许和支持悬挂式链接是可取的。在Dexter中,组成组件内容的数据对象被封装在组件中;在实践中,应该允许对存储在超媒体结构之外的对象的引用。我们详细阐述了Dexter的组合组件概念,以包括“包含”其他组件的组合和具有结构化内容的组合等。本文还包括对Dexter的链接方向性概念的批评,提出了标记和未标记锚的区别,并讨论了复合中的锚定。
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引用次数: 180
Virtual reality and the future of hypertext (abstract) 虚拟现实与超文本的未来(摘要)
Pub Date : 1992-11-30 DOI: 10.1145/168466.168473
J. Bolter
Extended Abstract Virtual Reality has been largely conceived in terms this direction: the concept maps in hypertext sys-of the visual. Other senses, sound and touch, al-tema are examples of symbolic spaces in two di-though given roles, are clearly quite secondary. mensions. A third dimension would expand the What VR presents to the user is images, not texts. possibilities of representation. Such a hypertex-What role might text play in Virtual Reality? This tualized virtual space might allow the creation of is particularly important for exponents of hyper-text unlike any that have ever been written. text, because VR threatens to become the hot new topic, and perhaps to diminish interest and research in hypertext. One could convincingly argue there is no real direct competition: VR and hypertext can evolve side by side for different purposes. VR is useful for simulation and training, for medical imaging, for telepresence, and so on. Hypertext serves for databases of text materials, pedagogy, and interactive fiction and nonfiction. But even if VR and hypertext continue to evolve side by side, it remains interesting to consider how the two might merge. Virtual Reality and hypertext are products of two different communication technologies. Virtual Reality has its closest affinity to television, which is a perceptual medium. Hypertext comes out of the tradition of writing. Both VR and hypertext claim to be new ways of expressing information, although with different emphases. In VR, one sees and touches a perceptual space; in hypertext one reads and writes in a textual space. Can the two be combined? In particular , can the space of virtual reality be hypertex-tualized? One way to introduce text into virtual reality would be to write upon the surfaces in the virtual space. This would give us a virtual book, whose structure is expressed architecturally in three dimensions. The book becomes a space that the reader enters and explores, a space in which the relationships among the surfaces define relationships among the verbal ideas in the text. A more radical possibility y would be to turn the entire virtual space into a symbolic structure. Several hypertext systems are already moving in
扩展抽象虚拟现实在很大程度上是按照这个方向构思的:概念映射在视觉的超文本系统中。其他的感官,声音和触觉,al-tema是象征空间的例子,虽然在两个给定的角色中,显然是次要的。的尺寸。第三个维度将扩展VR呈现给用户的是图像,而不是文本。表现的可能性。这样的超文本——文本在虚拟现实中扮演什么角色?这种可视化的虚拟空间可能允许创建对于超文本的倡导者来说特别重要,而超文本不同于任何曾经编写过的文本。因为虚拟现实有可能成为热门的新话题,也许会减少对超文本的兴趣和研究。人们可以令人信服地说,它们之间没有真正的直接竞争:虚拟现实和超文本可以为不同的目的而并行发展。VR在模拟和训练、医学成像、远程呈现等方面都很有用。超文本服务于文本材料、教育学、互动小说和非小说的数据库。但即使虚拟现实和超文本继续并肩发展,考虑两者如何融合仍然很有趣。虚拟现实和超文本是两种不同通信技术的产物。虚拟现实与电视最接近,电视是一种感性媒介。超文本来源于书写的传统。VR和超文本都声称是表达信息的新方式,尽管侧重点不同。在VR中,人们看到并触摸到一个感知空间;在超文本中,人们在文本空间中读写。两者可以结合吗?特别是,虚拟现实的空间是否可以超文本化?将文本引入虚拟现实的一种方法是在虚拟空间的表面上书写。这将给我们一本虚拟的书,它的结构以建筑的方式在三维空间中表达。书成为一个读者进入和探索的空间,在这个空间中,表面之间的关系定义了文本中语言思想之间的关系。一个更激进的可能性是把整个虚拟空间变成一个符号结构。几个超文本系统已经进入市场
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引用次数: 9
期刊
European Conference on Hypertext
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