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DESIGNERS IN CONTEMPORARY PARTICIPATORY DESIGN: PRACTICES AND AGENDAS 当代参与式设计中的设计师:实践与议程
IF 0.2 Pub Date : 2019-07-01 DOI: 10.33965/ijcsis_2019140106
Bernardo Alves Villarinho Lima, L. Almeida
Over the last four decades, Participatory Design (PD) gained traction in Human Computer Interaction (HCI) communities around the world. The approach presents alternatives in attempts to design with persons, and not only for them, in the form of techniques and design practices. Many contemporary PD researchers seek to turn the approach towards designing for democracy and empowerment of partner groups, contrary to PD practices which simply focus on the production of artifacts. Countering technocratic trends, researchers around the world seek to revitalize the discipline by proposing and promoting alternative research agendas, towards a critical and politically engaged discipline. Designers present themselves as actors and actresses in these processes, and understanding how they operate can inform future work on how design practices can promote empowerment despite the power gap between partners and designers. Perspectives from Science, Technology and Society (STS) studies informs critical theories to approach thinking of the designer’s role, agency, and responsibilities that go beyond the production of artifacts, including ethical, political, and technological concerns, the last one being comprehended in a non-deterministic way and encompass activities beyond the design of artifacts. This paper explores works from the 2018 Participatory Design Conference (PDC), seeking state-of-the-art on how researchers perceive themselves in their practices, using STS studies and Cr, and proposes a set of suggestions on how to plan situated participation.
在过去的四十年中,参与式设计(PD)在世界各地的人机交互(HCI)社区中获得了牵引力。该方法以技术和设计实践的形式呈现了与人一起设计的替代方案,而不仅仅是为他们设计。许多当代PD研究人员试图将方法转向为合作伙伴群体的民主和授权而设计,与PD实践相反,PD实践只关注人工制品的生产。为了对抗技术官僚主义的趋势,世界各地的研究人员试图通过提出和促进替代研究议程来振兴这一学科,朝着批评性和政治性的学科发展。设计师将自己呈现为这些过程中的演员,了解他们的运作方式可以为未来的工作提供信息,了解设计实践如何促进授权,尽管合作伙伴和设计师之间存在权力差距。来自科学、技术和社会(STS)研究的观点为批判性理论提供了信息,以接近设计师的角色、代理和责任,这些角色、代理和责任超越了人工制品的生产,包括道德、政治和技术问题,最后一个以非确定性的方式被理解,并包括人工制品设计之外的活动。本文探讨了2018年参与式设计大会(PDC)的作品,利用STS研究和Cr,寻求研究人员在实践中如何看待自己的最新技术,并就如何规划情境参与提出了一系列建议。
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引用次数: 1
5G TECHNOLOGY FOR MUSIC EDUCATION: A FEASIBILITY STUDY 5g音乐教育技术的可行性研究
IF 0.2 Pub Date : 2019-07-01 DOI: 10.33965/ijcsis_2019140103
A. Baratè, G. Haus, L. A. Ludovico, E. Pagani, N. Scarabottolo
The goal of this paper is to analyze and show, also through practical examples, how the emerging 5G technology can improve music education. First, the key characteristics of 5G networks, i.e. improved bandwidth, reliability, and density of devices in an area, will be presented. From such a discussion, it will emerge the possibility to design and implement innovative educational services that are rich in multimedia content, support two-way multimodal interaction, and are highly customizable to respond to users’ requirements and special needs. A number of case studies in the domain of music education will be presented and commented.
本文的目的是通过实际例子来分析和展示新兴的5G技术如何改善音乐教育。首先,5G网络的关键特征,即提高带宽、可靠性和区域内设备密度。从这样的讨论中,将出现设计和实施创新教育服务的可能性,这些服务具有丰富的多媒体内容,支持双向多模式交互,并具有高度可定制性,以响应用户的要求和特殊需要。在音乐教育领域的一些案例研究将被提出和评论。
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引用次数: 2
FIRM TECHNOLOGY ADOPTION MODEL (F-TAM) AMONG SME'S: AN INTERACTIVE ECO-SYSTEM PERSPECTIVE 中小企业间的企业技术采用模型(f-tam):一个互动生态系统的视角
IF 0.2 Pub Date : 2019-07-01 DOI: 10.33965/ijcsis_2019140105
Joshua Doe, R. V. D. Wetering, Ben Q. Honyenuga, J. Versendaal
This paper seeks to test the Firm Technology Adoption Model (F-TAM) using data from a developing country context. The data for this current study were purposively collected from four hundred (400) SMEs in the Greater Accra Region of Ghana. We used partial least squares structural equation modeling (PLS-SEM) for our data analysis. Data revealed that, whereas employee factors can lead to firm adoption, firm factors of adoption do not lead to firm adoption if societal factors, characteristics of the innovation, and employee factors do not moderate the relationship between firm factors and firm adoption. Data also reveals that societal factors do not lead to firm adoption if employee factors do not mediate it. The theoretical contribution of this study is that it challenges the dominant idea in most of the earlier models that firm adoption of innovation will be realized, without reference to factors at other levels of adoption. This positioning of the F-TAM model is a significant departure from earlier models. For industry practitioners, these findings illustrate the essence of putting a premium on recruiting technologically savvy employees if the firm intends to adopt digital technologies.
本文试图使用来自发展中国家背景的数据来检验企业技术采用模型(F-TAM)。本研究的数据是有目的地从加纳大阿克拉地区的400家中小企业中收集的。我们使用偏最小二乘结构方程模型(PLS-SEM)进行数据分析。数据显示,员工因素可以导致企业采用,但如果社会因素、创新特征和员工因素不调节企业因素与企业采用的关系,则企业采用因素不会导致企业采用。数据还显示,如果员工因素不调解,社会因素不会导致企业采用。本研究的理论贡献在于,它挑战了大多数早期模型中的主流观点,即企业采用创新将实现,而不参考其他采用层面的因素。F-TAM模型的这种定位与早期模型有很大的不同。对于行业从业者来说,这些发现说明了如果公司打算采用数字技术,那么就必须重视招聘精通技术的员工。
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引用次数: 3
PERCEPTIONS OF TEACHERS TOWARD GAME-BASED PROGRAMMING TOOLS IN K-12 CLASSROOMS 教师对k-12教室中基于游戏的编程工具的看法
IF 0.2 Pub Date : 2019-07-01 DOI: 10.33965/ijcsis_2019140102
Yue Hu, Yu-Hang Li, C. Su
In recent years, game-based programming tools (GBPTs) such as Lightbot, Cargo-Bot, and Run Marco have been developed to help children worldwide better understand programming concepts through an interesting, enjoyable and visualizable programming learning experience. However, in-service teachers’ perceptions regarding the use of these game-based programming tools in K-12 instruction have received little attention. To understand the perceptions of teachers, this study integrated perceived enjoyment into the Technology Acceptance Model (TAM) to explore the factors that influence the intentions of K-12 in-service teachers to use game-based programming tools in their instructional tasks. Thirty Chinese teachers in elementary and secondary schools were invited to finish at least one hour of code tutorial at the code.org site, and then undertake a paper-and-pencil questionnaire. We applied the partial least squares structural equation modeling technique to analyze the extended TAM model. Results demonstrated that teachers’ behavioral intention was determined by their attitudes toward using GBPTs. Perceived usefulness and perceived ease of use had a significant and positive influence on teachers’ attitudes. In addition, the results also indicated that perceived enjoyment has a significant influence on perceived usefulness and perceived ease of use, but no significant effect on the attitude of teachers regarding the use of GBPTs. Based on these findings, enjoyment can be considered as a determinant that influences teachers’ perceptions toward using GBPTs in K-12 programming education. Some pedagogical and research implications are also presented.
近年来,基于游戏的编程工具(gbpt),如Lightbot、Cargo-Bot和Run Marco已经被开发出来,通过有趣、愉快和可视化的编程学习经验,帮助世界各地的孩子更好地理解编程概念。然而,在职教师对在K-12教学中使用这些基于游戏的编程工具的看法却很少受到关注。为了了解教师的感知,本研究将感知享受纳入技术接受模型(TAM),以探索影响K-12在职教师在教学任务中使用基于游戏的编程工具意图的因素。30位中国中小学教师受邀在code.org网站上完成至少一个小时的代码教程,然后进行纸笔问卷调查。应用偏最小二乘结构方程建模技术对扩展TAM模型进行分析。结果表明,教师的行为意向是由教师对使用GBPTs的态度决定的。感知有用性和感知易用性对教师的态度有显著的正向影响。此外,研究结果还表明,感知享受对感知有用性和感知易用性有显著影响,但对教师使用GBPTs的态度没有显著影响。基于这些发现,乐趣可以被认为是影响教师对在K-12编程教育中使用GBPTs的看法的决定因素。本文还提出了一些教学和研究意义。
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引用次数: 1
RECOMMENDING THERAPEUTIC GAMES TARGETED TO THE INDIVIDUAL NEEDS OF ADULTS WITH AUTISM SPECTRUM DISORDER 推荐针对自闭症谱系障碍成人个体需求的治疗性游戏
IF 0.2 Pub Date : 2019-07-01 DOI: 10.33965/ijcsis_2019140104
Joseph Thomas Bills
Video games could have potential therapeutic value for individuals on the autism spectrum, but little research has been done on targeting games to the diverse individual needs of adults with autism, and the problem is complicated by the inaccessibility of patient profiles. It is also important to incorporate fun as well as therapeutic value into recommendations. Fun can be estimated by comparing a user’s profile of preferred games to the proposed therapeutic games using information from online resources like VideoGameGeek and Wikipedia, even though sorting by therapeutic value is still non-trivial. This can be done by labeling therapeutic games with discrete categories according to their therapeutic value, and sorting games primarily by therapeutic category, and secondarily by estimated fun value. In this paper, we present an approach of using the patient’s profile of preferred games as a proxy for their clinical profile, and making game recommendation based on a hypothetical model and updates in response to feedback. This feedback is measured using an ad-hoc questionnaire, which is evaluated on a set of adults with autism spectrum disorder. This model both enables personalized game recommendation from a cold start and allows the learned information to be generalized to other patients.
电子游戏可能对自闭症患者具有潜在的治疗价值,但很少有研究针对自闭症成人患者的不同个体需求进行游戏,而且由于无法获得患者资料,问题变得更加复杂。同样重要的是,在建议中加入乐趣和治疗价值。我们可以通过比较用户喜欢的游戏和推荐的治疗游戏(游戏邦注:如videoamegeek和Wikipedia等在线资源)来评估游戏的趣味性,尽管根据治疗价值进行排序仍然很重要。这可以通过根据治疗价值将治疗游戏划分为不同的类别,并主要根据治疗类别对游戏进行分类,其次是根据估计的乐趣价值。在本文中,我们提出了一种方法,即使用患者偏好游戏的特征作为其临床特征的代理,并基于假设模型进行游戏推荐,并根据反馈进行更新。这种反馈是用一份特别的问卷来衡量的,该问卷是在一组患有自闭症谱系障碍的成年人身上进行评估的。该模型既可以从一开始就进行个性化的游戏推荐,也可以将学习到的信息推广到其他患者。
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引用次数: 0
COMBINING BLOCKCHAIN, SEMANTICS AND DATA ANALYTICS FOR UNIVERSITY PROCESS OPTIMISATION 结合区块链、语义和数据分析,优化大学流程
IF 0.2 Pub Date : 2019-01-01 DOI: 10.33965/ijcsis_2019140204
C. Kontzinos, Vagelis Karakolis, Stavros Skalidakis, Ourania I. Markaki, Maro Androutsopoulou, J. Psarras
The aim of Higher Education is twofold: meet the learning needs of individuals through the development of their intellectual abilities, as well as equip them with the necessary skills that will help them enter the labor market. As such, university processes and curricula should be well structured with courses and activities that help students follow their aptitudes, while also providing them with the required level of expertise that the respective job market requires. This paper presents work from the EU funded research project QualiChain that aims to revolutionize the domains of public and private education as well as their connections with the labor market and society at large through the development of a platform that is based on innovative approaches and technologies, such as blockchain, semantics, data analytics and decision support. To achieve its goals regarding education and the labor market, QualiChain involves a pilot targeting student accreditation, curriculum design and process optimization within the School of Electrical & Computer Engineering (ECE) of the National Technical University of Athens (NTUA), which will be the main focus of the present paper.
高等教育的目的是双重的:通过发展个人的智力来满足他们的学习需要,并为他们提供必要的技能,帮助他们进入劳动力市场。因此,大学的过程和课程应该有良好的结构,课程和活动可以帮助学生发挥他们的才能,同时也为他们提供各自就业市场所需的专业知识水平。本文介绍了欧盟资助的研究项目QualiChain的工作,该项目旨在通过开发基于创新方法和技术(如区块链、语义、数据分析和决策支持)的平台,彻底改变公立和私立教育领域以及它们与劳动力市场和整个社会的联系。为了实现其在教育和劳动力市场方面的目标,QualiChain在雅典国立技术大学(NTUA)电气与计算机工程学院(ECE)开展了一项针对学生认证、课程设计和流程优化的试点,这将是本文的主要重点。
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引用次数: 2
RETAINING PROFESSIONAL TACIT KNOWLEDGE AND EVIDENCE OF EXPERIENCE THROUGH ELECTRONIC RECORDS MANAGEMENT 通过电子档案管理保留专业的隐性知识和经验证据
IF 0.2 Pub Date : 2019-01-01 DOI: 10.33965/ijcsis_2019140201
Hui Chen, M. Nunes
The purpose of the study reported in this paper was to identify how experience and tacit knowledge can be externalized and articulated in a way that they can be the object of electronic records management (ERM) as well as establish the areas of convergence between ERM and knowledge management (KM). The study employed an inductive qualitative approach based on a single case study of a successful software (SW) development private company that specializes in SW for archive management. 25 participants from this Chinese software company were selected based on their role in SW design and development and were interviewed using a semi-structured interview script. Gathered data were analysed by using an a priori thematic analysis approach, which was focused on the processes of externalisation for tacit knowledge into explicit knowledge that can be used by using ERM. The findings of this research suggest that evidence of experience is best defined by story-telling and unstructured narratives that capture tacit knowledge and are then easily managed through ERM. Knowledge which is derived from experience often affects and helps to improve the performance of agents in human activity systems of all types, ranging from business organizations to social networks. However, both tacit knowledge and evidence of experience are hard to capture, represent and maintain by organizations since they reside in individual’s minds rather than in information repositories. Therefore, more than theoretical research and propositions there is a need to devise clear processes to translate and externalize tacit knowledge into explicit one that can then be stored, shared and used. This study contributes to this practical and applied KM and ERM research and provides new and practice grounded insights in this area.
本文报告的研究目的是确定经验和隐性知识如何外部化并以一种可以成为电子记录管理(ERM)对象的方式表达,以及建立ERM和知识管理(KM)之间的融合领域。该研究采用了一种归纳定性的方法,该方法基于一个成功的软件(SW)开发私有公司的单个案例研究,该公司专门从事软件存档管理。根据他们在软件设计和开发中的角色,从这家中国软件公司中选择了25名参与者,并使用半结构化的采访脚本进行了采访。收集的数据通过使用先验主题分析方法进行分析,该方法侧重于将隐性知识外部化为可通过ERM使用的显性知识的过程。这项研究的结果表明,经验的证据最好是通过讲故事和非结构化的叙述来定义的,这些叙述捕捉了隐性知识,然后很容易通过ERM进行管理。从经验中获得的知识经常影响并帮助改善各种类型的人类活动系统中的代理的表现,从商业组织到社会网络。然而,隐性知识和经验证据都很难被组织捕获、表示和维护,因为它们存在于个人的头脑中而不是信息库中。因此,除了理论研究和命题之外,还需要设计明确的流程,将隐性知识转化为可以存储、共享和使用的显性知识。本研究为知识管理和企业绩效管理的实践和应用研究做出了贡献,并为这一领域提供了新的和基于实践的见解。
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引用次数: 0
ASSURING DATA PRIVACY WITH PRIVAS – A TOOL FOR DATA PUBLISHERS 使用privas确保数据隐私——数据发布者的工具
IF 0.2 Pub Date : 2019-01-01 DOI: 10.33965/ijcsis_2019140203
J. M. Miguel, M. Pereira, P. Henriques, M. Beron
The technology of nowadays allows to easily extract, store, process and use information about individuals and organizations. The increase of the amount of data collected and its value to our society was, at first, a great advance that could be used to optimize processes, find solutions and support decisions but also brought new problems related with lack of privacy and malicious attacks to confidential information. In this paper, a tool to anonymize databases is presented. It can be used by data publishers to protect information from attacks controlling the desired privacy level and the data usefulness. In order to specify these requirements a DSL (PrivasL) is used and the automatization of repository transformation, that is based on language processing techniques, is the novelty of this work.
当今的技术可以很容易地提取、存储、处理和使用有关个人和组织的信息。收集的数据量的增加及其对我们社会的价值,起初是一个巨大的进步,可以用来优化流程,寻找解决方案和支持决策,但也带来了与缺乏隐私和恶意攻击机密信息相关的新问题。本文提出了一种数据库匿名化工具。数据发布者可以使用它来保护信息免受控制所需隐私级别和数据有用性的攻击。为了指定这些需求,使用了DSL (PrivasL),并且基于语言处理技术的存储库转换的自动化是这项工作的新颖之处。
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引用次数: 0
LESSONS LEARNED FROM THE PREPARATION FOR THE 13TH FIVE YEAR PLAN FOR LARGE AND COMPLEX SMART CITIES IN CHINA 中国大型复杂智慧城市“十三五”规划编制经验
IF 0.2 Pub Date : 2019-01-01 DOI: 10.33965/ijcsis_2019140205
Ning Zhang, M. Nunes, G. Peng, Lijun Wang
Despite its tremendous success, the Chinese Economy is still characterized and controlled by a recurring process of 5 year planning. This comprehensive National planning program occurs at all levels of the Chinese government, educational system and state owned companies. This paper reports on a study that was made in preparation for the 13 5 year Plan for the Smart City component of the upcoming city of Tianjin. The objective of this study was to identify problems in informatization, automation and centralization of command and control, so that these could be solved as part of the 5 year plan. The study followed a three-stage mixed-method approach. First, questionnaires were used to assess the sate of development of the smart city features in the different departments of the city government. Second, the study organized thematic joint development groups consisting of expert representatives from different city’s departments and units. Third, results of questionnaires and thematic joint development discussions were analyzed in departmental focus groups to clarify and specify the problems and assess proposed solutions and viability of those solutions. This paper analyses the findings of this three-stage process and offers a classification of the identified problems, an integrative conceptual representation of these and a discussion of the importance of this identification in the overall planning process. The results and discussion are of particular importance in China for the next round of 5 year planning that will take place in 2020. However the meaning of the findings of this applied research process are transferable to any smart city planning process all over the world as the majority of the issues discussed are generic.
尽管取得了巨大的成功,但中国经济仍然处于一个反复出现的五年规划过程的特征和控制之下。这一综合性的国家规划方案在中国各级政府、教育系统和国有企业都有实施。本文报告了一项为即将到来的天津市智慧城市组成部分的“十三五”规划做准备的研究。本研究的目的是找出指挥控制的信息化、自动化和集中化方面存在的问题,以便作为五年计划的一部分加以解决。该研究采用三阶段混合方法。首先,采用问卷调查的方式对市政府不同部门的智慧城市特色发展状况进行评估。二是组织由城市各部门、各单位专家代表组成的专题联合开发组。第三,在部门焦点小组中分析问卷调查和专题联合发展讨论的结果,以澄清和明确问题,并评估提出的解决方案和这些解决方案的可行性。本文分析了这三阶段过程的结果,并对已识别的问题进行了分类,对这些问题进行了综合概念表示,并讨论了这种识别在整体规划过程中的重要性。会议的结果和讨论对中国将于2020年进行的下一轮五年规划尤为重要。然而,由于所讨论的大多数问题都是通用的,因此该应用研究过程的结果的意义可转移到世界各地的任何智慧城市规划过程中。
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引用次数: 2
SOLUTION OF AN INTEGRATED TRAVELING SALESMAN AND COVERAGE PATH PLANNING PROBLEM BY USING A GENETIC ALGORITHM WITH MODIFIED OPERATORS 基于改进算子的遗传算法求解综合旅行商与覆盖路径规划问题
IF 0.2 Pub Date : 2019-01-01 DOI: 10.33965/ijcsis_2019140206
W. Tung, Jing-Sin Liu
Coverage path planning (CPP) is a fundamental task that is conducted in many applications for machining, cleaning, mine sweeping, lawn mowing, and performing missions by using unmanned aerial vehicles such as mapping, surveillance, search and rescue, and air-quality monitoring. An approach for conducting CPP for a known environment with obstacles involves decomposing the environment into cells such that each cell can be covered individually. The visiting order of the cells can then be decided to connect those intracell paths together. Finding the shortest intercell path that visits every cell and returns to the origin cell is similar to the traveling salesman problem (TSP). However, an additional variation from TSP that should be considered is that there are multiple intracell paths for each cell. These paths result from different selections of entry and exit points in each cell and thus affect the intercell path. This integrated TSP and CPP problem is known as TSP-CPP and is similar to the TSP with neighborhoods (TSPN). To solve TSP-CPP, one must simultaneously determine the visiting order of sites with minimal repetition and the transition points of each visiting site. The current approaches for solving TSP-CPP are as follows: (i) adapting dynamic programming (DP) for TSP to TSP-CPP, which is excellent for obtaining the optimal route and (ii) determining the optimal route by conducting a brute force enumerative search on entry and exit point combinations for every cell and then solving each combination of entry and exit points with a TSP solver. For large numbers of cells, approaches (i) and (ii) both suffer from exponential complexity and are impractical for complex environments. In this study, we proposed an appropriate genetic algorithm implementation for TSP-CPP to achieve an optimal balance between time efficiency and path optimality to eliminate the curse of dimensionality in DP. Our approach is demonstrated to find the true optimal solution as DP in all simulation environments that can be solved by both DP and GA, and GA is one hundred times faster than DP approach for maps decomposed with large cell number.
覆盖路径规划(CPP)是一项基本任务,在许多应用中进行加工,清洁,扫雷,割草,并通过使用无人驾驶飞行器执行任务,如测绘,监视,搜索和救援,以及空气质量监测。一种对已知有障碍物的环境进行CPP的方法涉及将环境分解为细胞,使得每个细胞可以单独覆盖。然后可以决定细胞的访问顺序,将这些细胞内路径连接在一起。寻找访问每个单元并返回原始单元的最短单元间路径类似于旅行推销员问题(TSP)。然而,应该考虑的TSP的另一个变化是每个细胞有多条细胞内通路。这些路径源于每个细胞中不同的入口点和出口点的选择,从而影响细胞间路径。这种整合了TSP和CPP的问题被称为TSP-CPP,类似于带有邻域的TSP (TSPN)。为了求解TSP-CPP,必须同时确定重复次数最少的站点的访问顺序和每个站点的过渡点。目前求解TSP- cpp的方法有:(1)将TSP的动态规划(DP)应用于TSP- cpp,该方法对于获得最优路径非常有利;(2)通过对每个单元的入口点和出口点组合进行暴力枚举搜索,然后用TSP求解器求解每个入口点和出口点组合来确定最优路径。对于大量的细胞,方法(i)和(ii)都受到指数复杂性的影响,对于复杂的环境是不切实际的。在本研究中,我们提出了一种适合TSP-CPP的遗传算法实现,以实现时间效率和路径最优性之间的最优平衡,从而消除DP中的维数诅咒。我们的方法被证明在所有的仿真环境中都能找到DP的真正最优解,并且对于大单元数分解的地图,GA方法比DP方法快100倍。
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引用次数: 3
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IADIS-International Journal on Computer Science and Information Systems
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