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Dig in Aveiro with AVARUM Lands: An Immersive Game to Promote Cultural Heritage 用AVARUM的土地挖掘阿威罗:一款促进文化遗产的沉浸式游戏
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483668
Valérie Duarte, J. Rocha, Ana Barata
The substantial growth of the video game industry in the last decades has turned video games a common medium in a myriad of contexts, from education to health, sports, cultural activities, and tourism, covering all ages, gender, and social status. Current immersive technologies and apps aim to link the real world to the virtual world, especially at a time when people rely on technology and on digital communication to almost everything. Making a journey around storytelling in videogames, this paper introduces AVARUM Lands, a digital immersive game that makes use of the local culture as the basis of the game storyline, and its physical space as the game's exploration spatial area, involving visitors and inhabitants in the same plot.
在过去的几十年里,电子游戏产业的飞速发展已经将电子游戏变成了一种广泛应用于教育、健康、体育、文化活动和旅游等领域的通用媒介,覆盖了所有年龄、性别和社会地位的人群。当前的沉浸式技术和应用程序旨在将现实世界与虚拟世界联系起来,尤其是在人们几乎依赖技术和数字通信的时代。本文以电子游戏中的故事叙述为背景,介绍了一款以当地文化为故事情节基础,将其物理空间作为游戏探索空间区域的数字沉浸式游戏《AVARUM Lands》,该游戏将游客和居民置于同一情节中。
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引用次数: 0
Video games and gamification against online hate speech? 电子游戏和游戏化对抗网络仇恨言论?
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483679
Susana Costa, B. Silva, M. Tavares
The project "Play Your Role: Gamification against Hate Speech", funded by the "Rights, Equality and Citizenship" programme, proposes the creation of spaces for dialogue, debate and awareness-raising on hate speech through games. Video games and entertainment play a fundamental role in the daily lives of young people. The influence of games and the idea of gamification proves to be unavoidable in the construction of values, standards, and behaviours, being, therefore, an indispensable and valuable tool in the fight against hate speech. This article contextualises and presents a set of tools developed by the project. Namely: a pervasive game, around the social awareness of the problem of hate speech online transforming the urban space of the cities of Rimini, Italy; Munich, Germany; Warsaw, Poland, and Siauliai, Lithuania, in playful interfaces; and four serious online games developed following an international Hackathon – “Divide Et Impera”, “Youtuber Simulator”, “Social Threads” and “Deplataforming”.
“发挥你的作用:游戏化反对仇恨言论”项目由“权利、平等和公民身份”项目资助,该项目建议通过游戏创造对话、辩论和提高对仇恨言论的认识的空间。电子游戏和娱乐在年轻人的日常生活中扮演着重要的角色。事实证明,在价值观、标准和行为的建构中,游戏的影响和游戏化的理念是不可避免的,因此,它们是打击仇恨言论不可或缺的、有价值的工具。本文介绍了该项目开发的一组工具。即:一个无处不在的游戏,围绕着社会对网络仇恨言论问题的认识,改变了意大利里米尼城市的城市空间;德国慕尼黑;波兰的华沙和立陶宛的Siauliai,在有趣的界面中;以及在国际黑客马拉松之后开发的四款严肃的在线游戏——“Divide Et Impera”、“Youtuber Simulator”、“Social Threads”和“Deplataforming”。
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引用次数: 1
Displaced: A 360-Degree Virtual Reality Narrative about Immigration-Related Trauma 流离失所:关于移民相关创伤的360度虚拟现实叙事
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483734
Eman Al-Zubeidi, J. Seo
Displaced is a virtual reality narrative that highlights the emotional trauma triggered by immigration. The story revolves around a father and his daughter who are forced to flee their war-torn country, Palestine, in search of a new home. The viewer is swept along a narrative comprising four scenes. Each scene illustrates one of the major milestones of displacement: Fleeing, Journey, Foreign Land, and New Beginning. The viewer plays a passive role in the narrative, all the while bearing the responsibility of shadowing the characters from start to finish. The environments and characters are hyperbolically stylized and abstracted in virtual reality to elevate the sentiment associated with each milestone. The main objective is to create an intimate experience that builds an empathetic relationship between the viewer and the characters in each environment. Displaced is currently a work in progress and will be presented as a 360-degree narrative told through animated digital paintings
流离失所是一个虚拟现实叙事,突出了移民引发的情感创伤。故事围绕着一对父亲和他的女儿展开,他们被迫逃离饱受战争蹂躏的国家巴勒斯坦,寻找一个新家。观众被一个包含四个场景的故事所吸引。每个场景都说明了流离失所的一个重要里程碑:逃离、旅程、异乡和新的开始。观众在叙事中扮演一个被动的角色,同时从头到尾都要承担跟随角色的责任。环境和角色在虚拟现实中被夸张地风格化和抽象,以提升与每个里程碑相关的情感。主要目标是创造一种亲密的体验,在观众和每个环境中的角色之间建立一种移情关系。《流离失所》目前正在进行中,将通过动画数字绘画以360度叙事的方式呈现
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引用次数: 0
Art & Accessibility: A case study on collage for people with visual disabilities 艺术与无障碍:视觉障碍人士拼贴的个案研究
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483676
Marta Resende, D. Carvalho, A. Branco, Tânia Rocha
Art should be accessible to all, regardless of their conditions, in order to build a more inclusive society. In this context, collage is an art form that is not yet adapted for those who cannot see, such as people with visual impairments or blind people. Indeed, there are Techniques to Support Artistic Development (TADA), already used in other art forms, that can help in this adaptation. The use of these techniques provides a substantial improvement in the response quality of the person with disabilities when in contact with artistic Works. Thus, with the help of TADA, a manual collage was created from a digital collage, in order to make it accessible to blind and / or visually impaired people. Our goal is to consider the means and resources necessary for this specific audience to achieve a correct identification of the representations (forms) present in the collage, as well as the message that is intended to be conveyed. So, in this article, we present the process of creating the digital and manual collage, describing the TADA created and used; and, specifying the reliefs, textures and sounds and other elements considered the most effective for the interpretation of the piece by the target audience. Subsequently, tests were carried out with the target audience (blind and visually impaired people), in order to perceive and assess the accessibility of the collage. From the results obtained, it was found that the applied TADA (reliefs, textures and sounds) in the preparation of this collage proved to be viable for its interpretation and its various elements, through the target audience. Thus, it was concluded that this approach can be a promising path to follow for the future of accessibility in art.
为了建立一个更加包容的社会,艺术应该对所有人开放,无论他们的条件如何。在这种情况下,拼贴是一种艺术形式,还没有适应那些看不见的人,如视力受损的人或盲人。事实上,已经在其他艺术形式中使用的技术支持艺术发展(TADA)可以帮助这种适应。这些技术的使用大大提高了残疾人接触艺术作品时的反应质量。因此,在TADA的帮助下,从数字拼贴画中创建了手工拼贴画,以便盲人和/或视障人士可以使用。我们的目标是考虑这些特定受众所需的手段和资源,以实现对拼贴画中呈现的表征(形式)的正确识别,以及想要传达的信息。因此,在本文中,我们展示了创建数字和手工拼贴的过程,描述了创建和使用的TADA;并且,指定浮雕、纹理、声音和其他被认为对目标观众解释作品最有效的元素。随后,对目标受众(盲人和视障人士)进行了测试,以了解和评估拼贴画的无障碍程度。从所获得的结果中,我们发现在拼贴画的准备过程中应用的TADA(浮雕、纹理和声音)被证明是可行的,可以通过目标受众来解释它和它的各种元素。因此,我们得出结论,这种方法可以成为未来艺术无障碍的一条有前途的道路。
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引用次数: 0
Currency 货币
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483768
Brian Patrick Franklin, Chris Wille
Currency is an electronic game and custom game console that play with the idea of uncertainty in our actions and the systems we function within. A console constructed from an obsolete antique Burroughs adding machine monitors the exchange rate of bitcoins to US dollars and uses this data to generate a game level that prints out on the machine's roll of receipt paper. Players use the adding machine's grid of numeric buttons in the attempt to pull two columns of ASCII symbols together while being either aided or impeded by the current Bitcoin value. As Bitcoin's monetary strength increases and decreases, the difficulty of the game mechanics adjusts accordingly. In extreme cases this can even result in certain rounds of the game being unwinnable or unlosable.
《货币》是一款电子游戏和自定义游戏主机,基于我们的行动和系统的不确定性进行游戏。一个由过时的古董巴勒斯加法机制成的控制台监控比特币对美元的汇率,并利用这些数据生成一个游戏关卡,并在机器的收据纸卷上打印出来。玩家使用加法机的数字按钮网格,试图将两列ASCII符号拉到一起,同时受到当前比特币价值的帮助或阻碍。随着比特币货币实力的增减,游戏机制的难度也会相应调整。在极端情况下,这甚至会导致某些回合的游戏无法获胜或失败。
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引用次数: 0
A Computational Analysis of Timbre and Tuning for the Rebab and Makyung Music Traditions of Malaysia 马来西亚热巴布和Makyung音乐传统的音色和调音的计算分析
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483688
Anis Haron, Wong Chee Onn, S. Hew
Relation between the timbre of an instrument and tuning system used for said instrument are clear and expected with instruments tuned to just interval ratios such as the case with the sitar and the Indian music tuning systems. This study looks to computationally examine if any relation exists between the timbre of the rebab, a Malaysian traditional stringed instrument and the tuning system used in Makyung (also spelled as Makyong or Mak Yong) performances, a form of traditional musical dance-drama from Malaysia that was proclaimed a “Masterpiece of the Oral and Intangible Heritage of Humanity” by UNESCO in 2005.
一种乐器的音色和用于该乐器的调音系统之间的关系是明确的,并且对于仅调至音程比率的乐器来说,例如西塔琴和印度音乐调音系统。本研究旨在通过计算检验马来西亚传统弦乐器rebab的音色与Makyung(也被拼写为Makyong或Mak Yong)表演中使用的调音系统之间是否存在任何关系,Makyung是马来西亚的一种传统音乐舞蹈戏剧形式,于2005年被联合国教科文组织宣布为“人类口头和非物质遗产杰作”。
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引用次数: 0
Antártica Tempo Live Cinema: Antarctica Tempo Live Cinema Antártica Tempo Live Cinema:南极洲Tempo Live Cinema
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483753
K. Brunet
Antarctica Tempo is a Live Cinema work of art and science resulting from an almost 60-day expedition to Antarctica. The perception of this place and the pace of the trip mix with scientific research, my subjective vision, and control within the military environment. It is a mixture of codes - software and language - that try to translate the experience lived in this distant place. It is a 10-minutes audiovisual performance manipulating in real-time this mixture of data, sounds and images recreating the narrative and experience lived during the days in Antarctica. Antártica Tempo é uma obra de Live Cinema de arte e ciência resultante de uma expedição de quase 60 dias à Antártica. A percepção desse lugar e o ritmo da viagem se mesclam com a pesquisa cientifica, minha visão subjetiva e o controle dentro do ambiente militar. É uma mistura de códigos - software e linguagem – que tentam traduzir a experiência vivida nesse local distante. São 10 minutos de performance audiovisual manipulando em tempo real essa mistura de dados, sons e imagens recriando a narrativa e experiências vividas durante esses dias na Antártica.
《南极时代》是一部为期60天的南极探险的艺术和科学现场电影。这个地方的经验,普混合的速度与科学研究,我subjective幻想,在军事环境和控制。这是一个混合的代码-软件和语言-试图翻译生活在这个遥远的地方的经验。这是一个10分钟的视听表演,实时操纵数据、声音和图像的混合,重现了在南极洲的日子里生活的叙事和体验。《南极时间》是一部艺术和科学的现场电影作品,是对南极近60天探险的结果。对这个地方的感知和旅行的节奏与科学研究、我的主观视野和对军事环境的控制交织在一起。它是代码——软件和语言——的混合,试图翻译生活在那个遥远地方的经历。这是一场10分钟的视听表演,实时操纵数据、声音和图像的混合,重现了这些天在南极洲生活的叙述和经历。
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引用次数: 0
Cristalização da Paisagem 景观的结晶
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483706
Maria de Fátima Lambert
Albano Afonso é um artista brasileiro que investiga imagens – enquanto perceptos e ideias – privilegiando a fotografia em apresentações instalativas. Na sua produção artística toma a paisagem como conceito, subsumida em reconfiguração digital, a partir de excertos reorganizados digitalmente. Nas viagens de pesquisa regista organizações de paisagem, de valência patrimonial, tal como o Jardim Botânico do Rio de Janeiro, parte integrante da série Cristalização da Paisagem. Consideram-se as instalações fotográficas “re-compósitas” do Jardim Botânico Rio de Janeiro, em formato wallpaper/site specific - faixas longitudinais impressas aplicadas diretamente na parede. Nas missões estéticas de A. Afonso, os registos proliferam, depois abordados mediante metodologias entrecruzadas, desenvolvidas em fases processuais consecutivas. Identifica os excertos de paisagem, isola-os e recria-os digitalmente. Gera uma composição centrípeta ou centrífuga, subvertendo a iconografia original. Os elementos, retirados das suas fotografias, assumem novas proporcionalidades estéticas. A inventariação dos detalhes é “subvertida” – entre o ínfimo e o maior – sendo compostos em panorâmica ajustada à área expositiva. A. Afonso inventa uma pele de parede/wallpaper que proporciona ao espetador uma vidência imersiva, experienciada sob processo introjetivo-projetivo. A fruição desencadeada por este ambiente construído, fusiona o natural ao paisagístico, a partir de concatenações psicoafectivas e socioculturais, sob égide de circunscrições memoriais. A imersão nesta paisagem que “inexiste”, pode evocar o reconhecimento direto do Jardim Botânico ou através de constructos iconográficos e literários. A carga patrimonial e histórica adquire, por intenção e concretização de A. Afonso, uma vivificação estética que torna a tékné e a poiesis cúmplices diletas para receção imersiva do público. Albano Afonso is a Brazilian artist who investigates images, favoring photography in installation presentations. He understands landscape as a concept, subsumed in a digital reconfiguration, from excerpts digitally reorganized. In his research journeys, he registers landscape organizations, of patrimonial value, such as Rio de Janeiro Botanical Garden, the landscape subject of "Crystallization of Landscape". The “re-composite” photographic installations at the Rio de Janeiro Botanical Garden appear as wallpaper/site specific - printed longitudinal strips applied directly to the wall. In A. Afonso's aesthetic missions, records are approached through intersecting methodologies, developed in consecutive phases. He identifies landscape snippets, isolates and recreates it digitally. He generates a centripetal or centrifugal composition, subverting the original iconography. The selected elements assume new aesthetic proportions and the inventory of details is “subverted” – between the smallest and the largest – in a panoramic configuration adjusted to the exhibition area. A. Afonso creates a wall/wallpaper
阿尔巴诺·阿丰索(Albano Afonso)是一位巴西艺术家,他研究图像——同时也是感知和想法——在装置展示中优先考虑摄影。在他的艺术创作中,景观作为一个概念,包含在数字重构中,从数字重组的摘录。在研究旅行中,记录了景观组织的遗产价值,如里约热内卢里约热内卢植物园,景观结晶系列的一个组成部分。它被认为是里约热内卢里约热内卢植物园的“重新组合”摄影装置,以墙纸/特定地点的格式-纵向印刷条纹直接应用于墙壁。在阿丰索的美学使命中,记录激增,然后通过交叉的方法处理,在连续的程序阶段发展。识别景观片段,分离它们,并以数字方式重新创建它们。它产生了一种向心或离心的构图,颠覆了原来的肖像。从他的照片中提取的元素呈现出新的美学比例。细节的清单是“颠覆”的——在最小和最大之间——在调整到展览区域的全景中组成。A. Afonso发明了一种墙壁/墙纸皮肤,为观众提供沉浸式的视觉体验,在内省-投射过程中体验。这种建筑环境所引发的享受,从心理情感和社会文化的连接,在纪念界限的庇护下,融合了自然和景观。沉浸在这个“不存在”的景观中,可以唤起对植物园的直接认识,也可以通过肖像和文学结构。通过A. Afonso的意图和实现,遗产和历史的负担获得了一种美学上的复兴,使tekne和poiesis成为沉浸式公众接受的合适的同谋。阿尔巴诺·阿丰索(Albano Afonso)是一位巴西艺术家,他研究图像,喜欢装置展示中的摄影。= =地理= =根据美国人口普查,该镇的土地面积为。在他的研究过程中,他记录了景观组织的遗产价值,如里约热内卢植物园,景观主题“景观的冰化”。里约热内卢植物园的“再复合”摄影装置看起来像墙纸/特定地点的印刷长条,直接应用于墙壁。= =地理= =根据美国人口普查,这个县的面积为。= =地理= =根据美国人口普查,这个县的总面积为,其中土地和(2.641平方公里)水。它产生了一个中心或中心的组成,破坏了原来的肖像。选定的元素采用了新的美学比例,细节的清单被“颠覆”——在最小和最大之间——在一个适应展览区域的全景配置中。a . Afonso创造了一堵墙/墙纸皮肤,为观众提供了一种沉浸式的千里眼/享受,在一个内省投射的假设下;= =地理= =根据美国人口普查,这个县的面积为。沉浸在这个“不存在”的景观中会引起对这个地方的直接认识,或者通过视觉动词结构。传统和历史负荷acquires安美学vivification tékné和poiesis在哪里最喜欢accomplices接待的新奇。
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引用次数: 0
MIRAGE - The social function of artistic practice as a tool for empowerment. Creative net art projects with women in shelters. 海市蜃楼——艺术实践作为赋权工具的社会功能。有创意的网络艺术项目与妇女在庇护所。
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483689
T. Furtado, Aida Rechena
In this article we present and discuss the ongoing net art project entitled “MIRAGE - The social function of artistic practice as a tool for empowerment. Creative net art projects with Women in Shelters”. The main objective of this research project is to analyse if the artistic practice of net art can have the function of awareness and expression of a certain human and social condition by an individual or group, to become a tool for empowerment and self-determination, namely in the specific situation of women victims of domestic violence. This research will be done through a case study, with an empirical base, which is the Shelter Houses for Women victims of domestic violence.
在这篇文章中,我们提出并讨论了正在进行的网络艺术项目“海市蜃楼——艺术实践作为赋权工具的社会功能”。创意网络艺术项目与妇女在庇护所”。本研究项目的主要目的是分析网络艺术的艺术实践是否能够具有个人或群体对某种人类和社会状况的意识和表达的功能,从而成为一种赋权和自决的工具,即在家庭暴力女性受害者的特定情况下。这项研究将通过案例研究进行,并以经验为基础,即家庭暴力受害妇女收容所。
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引用次数: 1
The dramaturgy of Immersion. Challenges and Powers of Network Technology for the Performing Arts: Dramaturgia de imersão. Desafios e potências da tecnologia de rede para as artes da cena 他的父亲是一名律师,母亲是一名律师。他的父亲是一名律师,母亲是一名律师。网络技术对表演艺术的挑战和力量
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483693
Ivani Santana
The context of social isolation promoted a repositioning of the performing arts in terms of the aspect of presence as a definition of the art du vivant. Confined and having network technologies as the only allowed social space, it was necessary to create new possibilities for performing arts - dance, theater, performance, etc. It is questioned how these languages are inserted in the videoconference systems. They are not using the potential for interaction and immersion that the advent of the internet has provided. The use of the network as a place for displaying a product ends up disregarding aspects of the effect of the presence existing in the art of living (art du vivant). Immersion dramaturgy is defined as a format created by the articulation between performers, audiences and technology that seeks to guarantee technological mediation whose process challenges new corporealities, while - and precisely for that reason - promoting a greater relationship of interaction and immersion. Resumo. O contexto do isolamento social promoveu um reposicionamento das artes da cena quanto ao aspecto da presença como definição para a arte do vivo. Confinados e tendo as tecnologias de rede como único espaço social permitido, foi necessário criar novas possibilidades para a apresentação das artes cênicas - dança, teatro, performance etc. Questiona-se a forma como essas linguagens são colocadas nos sistemas de videoconferência que acabam não utilizando o potencial de interação e imersão que o advento da internet propiciou. O uso da rede como um local para a exibição de um produto acaba por desconsiderar aspectos do efeito da presença existente na arte do vivo (art du vivant). A Dramaturgia de Imersão é indicada como um formato criado pela articulação entre performers, público e tecnologia que busca garantir a mediação tecnológica cujo processo desafia novas corporalidades, ao mesmo tempo que - e justamente por isso - promove uma relação maior de interação e imersão.
社会孤立的背景促进了表演艺术在存在方面的重新定位,作为生活艺术的定义。由于网络技术的限制和唯一允许的社会空间,有必要为表演艺术创造新的可能性——舞蹈、戏剧、表演等。人们质疑这些语言是如何插入视频会议系统的。他们没有利用互联网的出现所提供的互动和沉浸的潜力。使用网络作为展示产品的场所,最终忽视了存在于生活艺术(art du vivant)中的存在的影响。沉浸式戏剧被定义为一种由表演者、观众和技术之间的衔接创造的形式,旨在保证技术调解的过程挑战新的肉体,同时——也正是因为这个原因——促进更大的互动和沉浸关系。Resumo。从社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看,社会促进的角度来看。从技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度看,技术的角度。问题- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -因此,我们将在当地的展览中展示我们的生活,我们将在这里展示我们的生活,我们将在这里展示我们的生活。1 .国际舞台戏剧研究: 1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究,1 .国际舞台戏剧研究。
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引用次数: 0
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10th International Conference on Digital and Interactive Arts
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