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VT-SGN:Spiking Graph Neural Network for Neuromorphic Visual-Tactile Fusion. VT-SGN:用于神经形态视觉-触觉融合的尖峰图神经网络。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-27 DOI: 10.1109/TOH.2024.3449411
Peiliang Wu, Haozhe Zhang, Yao Li, Wenbai Chen, Guowei Gao

Current issues with neuromorphic visual-tactile perception include limited training network representation and inadequate cross-modal fusion. To address these two issues, we proposed a dual network called visual-tactile spiking graph neural network (VT-SGN) that combines graph neural networks and spiking neural networks to jointly utilize the neuromorphic visual and tactile source data. First, the neuromorphic visual-tactile data were expanded spatiotemporally to create a taxel-based tactile graph in the spatial domain, enabling the complete exploitation of the irregular spatial structure properties of tactile information. Subsequently, a method for converting images into graph structures was proposed, allowing the vision to be trained alongside graph neural networks and extracting graph-level features from the vision for fusion with tactile data. Finally, the data were expanded into the time domain using a spiking neural network to train the model and propagate it backwards. This framework effectively utilizes the structural differences between sample instances in the spatial dimension to improve the representational power of spiking neurons, while preserving the biodynamic mechanism of the spiking neural network. Additionally, it effectively solves the morphological variance between the two perceptions and further uses complementary data between visual and tactile. To demonstrate that our approach can improve the learning of neuromorphic perceptual information, we conducted comprehensive comparative experiments on three datasets to validate the benefits of the proposed VT-SGN framework by comparing it with state-of-the-art studies.

神经形态视觉-触觉感知目前存在的问题包括训练网络代表性有限和跨模态融合不足。为了解决这两个问题,我们提出了一种名为视觉-触觉尖峰图神经网络(VT-SGN)的双重网络,它结合了图神经网络和尖峰神经网络,共同利用神经形态视觉和触觉源数据。首先,对神经形态视觉-触觉数据进行时空扩展,在空间域创建基于分类单元的触觉图,从而完全利用触觉信息的不规则空间结构特性。随后,提出了一种将图像转换为图结构的方法,从而可以在训练视觉的同时训练图神经网络,并从视觉中提取图级特征与触觉数据进行融合。最后,利用尖峰神经网络将数据扩展到时域,以训练模型并向后传播。该框架有效利用了样本实例在空间维度上的结构差异,提高了尖峰神经元的表征能力,同时保留了尖峰神经网络的生物动力学机制。此外,它还有效地解决了两种感知之间的形态差异,并进一步利用了视觉和触觉之间的互补数据。为了证明我们的方法可以改善神经形态感知信息的学习,我们在三个数据集上进行了全面的对比实验,通过与最先进的研究进行比较,验证了所提出的 VT-SGN 框架的优势。
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引用次数: 0
Design and Characterisation of Multi-cavity, Fluidic Haptic Feedback System for Mechano-tactile Feedback. 用于机械触觉反馈的多腔流体触觉反馈系统的设计与特性分析
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-03 DOI: 10.1109/TOH.2024.3454179
Ge Shi, Jialei Shi, Azadeh Shariati, Kamyar Motaghedolhagh, Shervanthi Homer-Vanniasinkam, Helge Wurdemann

Numerous studies have indicated that the use of a closed-loop haptic feedback system, which offers various mechano-tactile stimuli patterns with different actuation methods, can improve the performance and grasp control of prosthetic hands. Purely mechanical-driven feedback approaches for various mechano-tactile stimuli patterns, however, have not been explored. In this paper, a multi-cavity fluidic haptic feedback system is introduced with details of design, fabrication, and validation. The multi-cavity haptic feedback system can detect the physical touch with direction at the fingertip sensor. The direction of the force is reflected in the form of pressure deviation in the multi-cavity fingertip sensor. The feedback actuator generates various mechano-tactile stimuli patterns according to the pressure deviation from the fingertip sensor. Hence, users can identify the force with direction according to the stimuli patterns. The haptic feedback system is validated through two experiments. The initial experiment characterises the system and establishes the relationship between the fingertip sensor and feedback actuator. The subsequent experiment, a human interaction test, confirms the system's capability to detect force with directions and generate corresponding tactile stimuli in the feedback actuator. The outcomes corroborate the idea that participants are generally capable of discerning changes in angle.

大量研究表明,使用闭环触觉反馈系统,通过不同的驱动方法提供各种机械触觉刺激模式,可以提高假手的性能和抓握控制能力。然而,针对各种机械触觉刺激模式的纯机械驱动反馈方法尚未得到探索。本文介绍了一种多腔流体触觉反馈系统的设计、制造和验证细节。多腔触觉反馈系统可以在指尖传感器上检测到带有方向的物理触摸。力的方向以压力偏差的形式反映在多腔指尖传感器上。反馈执行器根据指尖传感器的压力偏差产生各种机械触觉刺激模式。因此,用户可以根据刺激模式识别力的方向。触觉反馈系统通过两个实验进行了验证。最初的实验描述了系统的特征,并确定了指尖传感器和反馈执行器之间的关系。随后的实验,即人机交互测试,确认了系统检测力的方向并在反馈执行器中产生相应触觉刺激的能力。实验结果证实,参与者一般都能辨别角度的变化。
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引用次数: 0
Perceiving Synchrony: Determining Thermal-tactile Simultaneity Windows. 感知同步:确定热触觉同步窗口
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-03 DOI: 10.1109/TOH.2024.3452102
Takuya Jodai, Lynette A Jones, Masahiko Terao, Hsin-Ni Ho

In cutaneous displays in which both tactile and thermal signals are presented, it is important to understand the temporal requirements associated with presenting these signals so that they are perceptually synchronous. Such synchrony is important to provide realistic touch experiences in applications involving object recognition and social touch interactions. In the present experiment the temporal window within which tactile and warm thermal stimuli are perceived to occur at the same time was determined. A Simultaneity Judgment Task was used in which pairs of tactile and thermal stimuli were presented on the hand at varying stimulus onset asynchronies, and participants determined whether the stimuli were simultaneous or not. The results indicated that the average simultaneity window width was 1041 ms. The average point of subjective simultaneity (PSS) was -569 ms, indicating that participants perceived simultaneity best when the warm thermal stimulus preceded the tactile stimulus by 569 ms. These findings indicate that thermal and tactile stimuli do not need to be displayed simultaneously for the two stimuli to be perceived as being synchronous and therefore the timing of such stimuli can be adjusted to maximize the likelihood that they will both be perceived.

在同时呈现触觉信号和热信号的皮肤显示屏中,了解与呈现这些信号相关的时间要求非常重要,这样才能使它们在感知上同步。这种同步性对于在涉及物体识别和社交触摸互动的应用中提供逼真的触摸体验非常重要。本实验确定了触觉刺激和温热刺激同时出现的时间窗口。实验中使用了同时性判断任务,在不同的刺激开始时间不同步的情况下,手部会出现成对的触觉刺激和热刺激,参与者会判断刺激是否同时发生。结果表明,同时性窗口的平均宽度为 1041 毫秒。主观同时点(PSS)的平均值为-569 毫秒,表明当温暖的热刺激比触觉刺激早 569 毫秒时,参与者对同时性的感知最佳。这些研究结果表明,热刺激和触觉刺激并不需要同时显示才能被认为是同步的,因此可以调整这些刺激的时间,以最大限度地提高它们同时被感知的可能性。
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引用次数: 0
Tactile Weight Rendering: A Review for Researchers and Developers. 触觉重量渲染:研究人员和开发人员综述
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-03 DOI: 10.1109/TOH.2024.3453894
Ruben Martin-Rodriguez, Alexandre L Ratschat, Laura Marchal-Crespo, Yasemin Vardar

Haptic rendering of weight plays an essential role in naturalistic object interaction in virtual environments. While kinesthetic devices have traditionally been used for this aim by applying forces on the limbs, tactile interfaces acting on the skin have recently offered potential solutions to enhance or substitute kinesthetic ones. Here, we aim to provide an in-depth overview and comparison of existing tactile weight rendering approaches. We categorized these approaches based on their type of stimulation into asymmetric vibration and skin stretch, further divided according to the working mechanism of the devices. Then, we compared these approaches using various criteria, including physical, mechanical, and perceptual characteristics of the reported devices. We found that asymmetric vibration devices have the smallest form factor, while skin stretch devices relying on the motion of flat surfaces, belts, or tactors present numerous mechanical and perceptual advantages for scenarios requiring more accurate weight rendering. Finally, we discussed the selection of the proposed categorization of devices together with the limitations and opportunities for future research. We hope this study guides the development and use of tactile interfaces to achieve a more naturalistic object interaction and manipulation in virtual environments.

在虚拟环境中进行自然物体交互时,重量的触觉渲染起着至关重要的作用。传统上,动觉设备通过对肢体施力来实现这一目的,而最近作用于皮肤的触觉界面则为增强或替代动觉设备提供了潜在的解决方案。在此,我们旨在深入概述和比较现有的触觉重量渲染方法。我们根据刺激类型将这些方法分为非对称振动和皮肤拉伸,并根据设备的工作机制进一步划分。然后,我们使用各种标准对这些方法进行了比较,包括所报告设备的物理、机械和感知特性。我们发现,非对称振动装置的外形尺寸最小,而皮肤拉伸装置则依赖于平面、皮带或触手的运动,在需要更精确重量呈现的场景中具有机械和感知方面的诸多优势。最后,我们讨论了所建议的设备分类的选择以及未来研究的局限性和机遇。我们希望这项研究能为触觉界面的开发和使用提供指导,从而在虚拟环境中实现更自然的物体交互和操作。
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引用次数: 0
Effect of Finger Moisture on Tactile Perception of Electroadhesion. 手指湿度对电泳触觉的影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-15 DOI: 10.1109/TOH.2024.3441670
Easa AliAbbasi, Muhammad Muzammil, Omer Sirin, Philippe Lefevre, Orjan Grottem Martinsen, Cagatay Basdogan

We investigate the effect of finger moisture on the tactile perception of electroadhesion with 10 participants. Participants with moist fingers exhibited markedly higher threshold levels. Our electrical impedance measurements show a substantial reduction in impedance magnitude when sweat is present at the finger-touchscreen interface, indicating increased conductivity. Supporting this, our mechanical friction measurements show that the relative increase in electrostatic force due to electroadhesion is lower for a moist finger.

我们在 10 名参与者中研究了手指湿度对电泳触觉的影响。手指潮湿的参与者表现出明显较高的阈值水平。我们的电阻抗测量结果表明,当手指触摸屏界面上有汗液时,阻抗幅度会大幅降低,这表明导电性增强。与此相印证的是,我们的机械摩擦测量结果表明,湿润手指的静电力相对增幅较低。
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引用次数: 0
Optimized Sandwich and Topological Structures for Enhanced Haptic Transparency. 优化夹层和拓扑结构,增强触觉透明度。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-15 DOI: 10.1109/TOH.2024.3444491
Thomas Daunizeau, Sinan Haliyo, Vincent Hayward

Humans rely on multimodal perception to form representations of the world. This implies that environmental stimuli must remain consistent and predictable throughout their journey to our sensory organs. When it comes to vision, electromagnetic waves are minimally affected when passing through air or glass treated for chromatic aberrations. Similar conclusions can be drawn for hearing and acoustic waves. However, tools that propagate elastic waves to our cutaneous afferents tend to color tactual perception due to parasitic mechanical attributes such as resonances and inertia. These issues are often overlooked, despite their critical importance for haptic devices that aim to faithfully render or record tactile interactions. Here, we investigate how to optimize this mechanical transmission with sandwich structures made from rigid, lightweight carbon fiber sheets arranged around a 3D-printed lattice core. Through a comprehensive parametric evaluation, we demonstrate how this design paradigm provides superior haptic transparency, regardless of the lattice types. Drawing an analogy with topology optimization, our solution approaches a foreseeable technological limit. It offers a practical way to create high-fidelity haptic interfaces, opening new avenues for research on tool-mediated interactions.

人类依靠多模态感知来形成对世界的表征。这意味着环境刺激在到达我们感觉器官的整个过程中必须保持一致和可预测。就视觉而言,电磁波在通过空气或经过色差处理的玻璃时,受到的影响微乎其微。听觉和声波也可以得出类似的结论。然而,由于共振和惯性等寄生机械属性,向我们的皮肤传入器官传播弹性波的工具往往会影响触觉感知。尽管这些问题对于旨在忠实呈现或记录触觉互动的触觉设备至关重要,但却经常被忽视。在这里,我们研究了如何利用由围绕 3D 打印晶格核心排列的刚性轻质碳纤维片制成的三明治结构来优化这种机械传动。通过全面的参数评估,我们展示了这种设计范式如何提供卓越的触觉透明度,而不受晶格类型的影响。类比拓扑优化,我们的解决方案接近可预见的技术极限。它为创建高保真触觉界面提供了一种切实可行的方法,为以工具为媒介的交互研究开辟了新的途径。
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引用次数: 0
Validation of Snaptics: A Modular Approach to Low-Cost Wearable Multi-Sensory Haptics. 验证 Snaptics:低成本可穿戴多感官触觉模块化方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-02 DOI: 10.1109/TOH.2024.3437766
Zane A Zook, Odnan Galvan, Ozioma Ozor-Ilo, Emre Selcuk, Marcia K O'Malley

Wearable haptic devices provide touch feedback to users for applications including virtual reality, prosthetics, and navigation. When these devices are designed for experimental validation in research settings, they are often highly specialized and customized to the specific application being studied. As such, it can be difficult to replicate device hardware due to the associated high costs of customized components and the complexity of their design and construction. In this work, we present Snaptics, a simple and modular platform designed for rapid prototyping of fully wearable multi-sensory haptic devices using 3D-printed modules and inexpensive off-the-shelf components accessible to the average hobbyist. We demonstrate the versatility of the modular system and the salience of haptic cues produced by wearables constructed with Snaptics modules in two human subject experiments. First, we report on the identification accuracy of multi-sensory haptic cues delivered by a Snaptics device. Second, we compare the effectiveness of the Snaptics Vibrotactile Bracelet to the Syntacts Bracelet, a high-fidelity wearable vibration feedback bracelet, in assisting participants with a virtual reality sorting task. Results indicate that participant performance was comparable in perceiving cue sets and in completing tasks when interacting with low-cost Snaptics devices as compared to a similar research-grade haptic wearables.

可穿戴触觉设备为用户提供触觉反馈,应用领域包括虚拟现实、假肢和导航。当这些设备被设计用于研究环境中的实验验证时,它们通常高度专业化,并根据研究的特定应用进行定制。因此,由于定制组件的相关成本较高,而且设计和构造复杂,很难复制设备硬件。在这项工作中,我们介绍了 Snaptics,这是一个简单的模块化平台,设计用于使用 3D 打印模块和普通爱好者可以获得的廉价现成组件快速制作完全可穿戴的多感官触觉设备原型。我们在两个人体实验中展示了模块化系统的多功能性以及使用 Snaptics 模块制造的可穿戴设备所产生的触觉提示的显著性。首先,我们报告了 Snaptics 设备提供的多感官触觉提示的识别准确性。其次,我们比较了 Snaptics 振动触觉手镯和 Syntacts 手镯(一种高保真可穿戴振动反馈手镯)在协助参与者完成虚拟现实分类任务方面的效果。结果表明,与类似的研究级触觉可穿戴设备相比,在与低成本 Snaptics 设备互动时,参与者在感知提示集和完成任务方面的表现相当。
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引用次数: 0
Tactile Perception in Upper Limb Prostheses: Mechanical Characterization, Human Experiments, and Computational Findings. 上肢假肢的触觉感知:机械特性、人体实验和计算结果。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-02 DOI: 10.1109/TOH.2024.3436827
Alessia S Ivani, Manuel G Catalano, Giorgio Grioli, Matteo Bianchi, Yon Visell, Antonio Bicchi

Tactile feedback is essential for upper-limb prostheses functionality and embodiment, yet its practical implementation presents challenges. Users must adapt to non-physiological signals, increasing cognitive load. However, some prosthetic devices transmit tactile information through socket vibrations, even to untrained individuals. Our experiments validated this observation, demonstrating a user's surprising ability to identify contacted fingers with a purely passive, cosmetic hand. Further experiments with advanced soft articulated hands revealed decreased performance in tactile information relayed by socket vibrations as hand complexity increased. To understand the underlying mechanisms, we conducted numerical and mechanical vibration tests on four prostheses of varying complexity. Additionally, a machine-learning classifier identified the contacted finger based on measured socket signals. Quantitative results confirmed that rigid hands facilitated contact discrimination, achieving 83% accuracy in distinguishing index finger contacts from others. While human discrimination decreased with advanced hands, machine learning surpassed human performance. These findings suggest that rigid prostheses provide natural vibration transmission, potentially reducing the need for tactile feedback devices, which advanced hands may require. Nonetheless, the possibility of machine learning algorithms outperforming human discrimination indicates potential to enhance socket vibrations through active sensing and actuation, bridging the gap in vibration-transmitted tactile discrimination between rigid and advanced hands.

触觉反馈对上肢假肢的功能和体现至关重要,但其实际应用却面临挑战。使用者必须适应非生理信号,从而增加了认知负荷。然而,一些假肢设备通过插座振动来传递触觉信息,即使是未经训练的人也能做到。我们的实验验证了这一观察结果,证明用户在使用纯被动的外观手时,竟然能够识别接触到的手指。使用高级软关节手进行的进一步实验表明,随着手部复杂程度的增加,插座振动传递触觉信息的性能也在下降。为了了解其基本机制,我们对四种不同复杂程度的假手进行了数值和机械振动测试。此外,机器学习分类器还根据测量到的插座信号识别出接触的手指。定量结果证实,刚性假手有助于识别接触,在区分食指和其他手指接触方面达到了 83% 的准确率。虽然人的辨别能力随着机器手的进步而下降,但机器学习却超越了人的表现。这些研究结果表明,刚性假手可以提供自然的振动传递,从而减少对触觉反馈设备的需求,而高级假手可能需要这种设备。尽管如此,机器学习算法超过人类辨别能力的可能性表明,通过主动感应和驱动来增强插座振动的潜力巨大,从而缩小了刚性假手和高级假手在振动传递触觉辨别方面的差距。
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引用次数: 0
Characterization, Experimental Validation and Pilot User Study of the Vibro-Inertial Bionic Enhancement System (VIBES). 振动惯性仿生增强系统(VIBES)的特征描述、实验验证和试点用户研究。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-30 DOI: 10.1109/TOH.2024.3435588
Alessia Silvia Ivani, Federica Barontini, Manuel G Catalano, Giorgio Grioli, Matteo Bianchi, Antonio Bicchi

This study presents the characterization and validation of the VIBES, a wearable vibrotactile device that provides high-frequency tactile information embedded in a prosthetic socket. A psychophysical characterization involving ten able-bodied participants is performed to compute the Just Noticeable Difference (JND) related to the discrimination of vibrotactile cues delivered on the skin in two forearm positions, with the goal of optimising vibrotactile actuator position to maximise perceptual response. Furthermore, system performance is validated and tested both with ten able-bodied participants and one prosthesis user considering three tasks. More specifically, in the Active Texture Identification, Slippage and Fragile Object Experiments, we investigate if the VIBES could enhance users' roughness discrimination and manual usability and dexterity. Finally, we test the effect of the vibrotactile system on prosthetic embodiment in a Rubber Hand Illusion (RHI) task. Results show the system's effectiveness in conveying contact and texture cues, making it a potential tool to restore sensory feedback and enhance the embodiment in prosthetic users.

本研究介绍了 VIBES 的特性和验证,这是一种可穿戴的振动触觉装置,可提供嵌入假肢插座的高频触觉信息。研究人员对十名健全参与者进行了心理物理特性分析,计算了与分辨前臂两个位置皮肤上的振动触觉线索有关的 "刚注意到的差异"(JND),目的是优化振动触觉致动器的位置,以最大限度地提高感知反应。此外,还对系统性能进行了验证,并在十名健全参与者和一名假肢使用者身上测试了三项任务。更具体地说,在 "主动纹理识别"、"滑动 "和 "易碎物体 "实验中,我们研究了振动触觉执行器是否能提高用户的粗糙度辨别能力、手动可用性和灵巧性。最后,我们测试了振动触觉系统在橡胶手幻觉(RHI)任务中对假肢体现的影响。结果表明,该系统在传递接触和纹理线索方面非常有效,因此有可能成为恢复感官反馈和增强假肢使用者体感的工具。
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引用次数: 0
Effects of Wall and Freespace Damping Levels on Virtual Wall Stiffness Classification. 墙体和自由空间阻尼水平对虚拟墙体刚度分类的影响。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-29 DOI: 10.1109/TOH.2024.3434975
Emma Treadway, Kristian Journet, Andrew Deering, Cora Lewis, Noelle Poquiz

Virtual damping is often employed to improve stability in virtual environments, but it has previously been found to bias perception of stiffness, with its effects differing when it is introduced locally within a wall/object or globally in both the wall and in freespace. Since many potential applications of haptic rendering involve not only comparisons between two environments, but also the ability to recognize rendered environments as belonging to different categories, it is important to understand the perceptual impacts of freespace and wall damping on stiffness classification ability. This study explores the effects of varying levels of freespace and wall damping on users' ability to classify virtual walls by their stiffness. Results indicate that freespace damping improves wall classification if the walls are damped, but will impair classification of undamped walls. These findings suggest that, in situations where users are expected to recognize and classify various stiffnesses, freespace damping can be a factor in narrowing or widening gaps in extended rate-hardness between softer and stiffer walls.

虚拟阻尼经常被用来提高虚拟环境的稳定性,但以前曾发现它对刚度的感知会产生偏差,当在墙壁/物体的局部或在墙壁和自由空间的全局引入虚拟阻尼时,其效果会有所不同。由于触觉渲染的许多潜在应用不仅涉及两个环境之间的比较,还涉及识别渲染环境属于不同类别的能力,因此了解自由空间和墙壁阻尼对刚度分类能力的感知影响非常重要。本研究探讨了不同程度的自由空间和墙壁阻尼对用户根据刚度对虚拟墙壁进行分类的能力的影响。结果表明,如果墙体有阻尼,自由空间阻尼会提高墙体分类能力,但会影响无阻尼墙体的分类能力。这些研究结果表明,在用户需要识别各种刚度并对其进行分类的情况下,自由空间阻尼可能是缩小或扩大较软墙体和较硬墙体之间扩展速率-硬度差距的一个因素。
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引用次数: 0
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IEEE Transactions on Haptics
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