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Perception of non-binary social media users towards authentic non-binary social media influencers 非二元社交媒体用户对真实的非二元社交媒体影响者的看法
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-12 DOI: 10.1016/j.chb.2024.108498
Madison Meston, David E. Williams
This paper explores an authentic way for brands to connect with the non-binary community, an understudied and underserved audience. With a call for better representation, this study is the first to investigate what role non-binary social media influencers (SMIs) may play in filling this gap. Using Interpretative Phenomenological Analysis, non-binary social media users were interviewed on their perceptions, thoughts, and feelings of non-binary SMIs. Three superordinate themes were discovered: (1) Motivations for following non-binary SMIs, (2) Popularity Factors of non-binary SMIs, and (3) Representation of the community through non-binary SMIs. The findings may be paired with existing literature to provide a basis for future research on influencer marketing to the non-binary community.
本文探讨了品牌与非二元群体建立联系的一种真实方式,非二元群体是一个未得到充分研究和服务的受众群体。为了更好地代表这一群体,本研究首次调查了非二元社交媒体影响者(SMIs)在填补这一空白方面可能发挥的作用。本研究采用解释性现象学分析法,对非二元社交媒体用户进行了访谈,了解他们对非二元社交媒体影响者的看法、想法和感受。研究发现了三个首要主题:(1)关注非二元SMIs的动机;(2)非二元SMIs的受欢迎程度因素;(3)非二元SMIs对社区的代表作用。研究结果可与现有文献进行配对,为未来针对非二元群体的影响者营销研究提供基础。
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引用次数: 0
The effects of self-explanation on game-based learning: Evidence from eye-tracking analyses 自我解释对游戏式学习的影响:来自眼动追踪分析的证据
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-12 DOI: 10.1016/j.chb.2024.108494
Guo-Li Chiou , Meng-Jung Tsai , Chung-Yuan Hsu
The purpose of this study was to examine the effect of self-explanation prompts on game performance using eye-tracking techniques. We adopted an experimental design for the study. A total of 40 4th graders participated and were randomly assigned to either the experimental or control group. While the experimental group played a computer game with self-explanation prompts, the control group played the same game without any prompts. A Tobii 4C eye tracker with a sampling rate of 90 Hz was used to record the eye movements of the participants while they were playing the game. A pre-test and post-test were used to assess the participants’ understanding of the target concepts of the game before and after their game-playing, respectively. The results indicated an interaction effect between self-explanation and prior knowledge on the learning outcomes. Regarding the participants with lower-level prior knowledge, the experimental group gained significantly better scores on the posttest than the control group. In contrast, with respect to the participants with higher-level prior knowledge, the self-explanation prompts did not demonstrate a positive effect on the experimental group. Moreover, the results of the lag sequential analysis provide solid evidence of the differences in visual transitional patterns between the participants with different levels of prior knowledge while they were reacting to the self-explanation prompts. These results could account for the different learning outcomes achieved by the participants with different levels of prior knowledge in the experimental group.
本研究旨在利用眼动跟踪技术研究自我解释提示对游戏表现的影响。我们采用了实验设计。共有 40 名四年级学生参加,他们被随机分配到实验组或对照组。实验组玩带有自我解释提示的电脑游戏,对照组玩同样的游戏,不带任何提示。实验组使用采样率为 90 Hz 的 Tobii 4C 眼动仪记录参与者玩游戏时的眼球运动。在玩游戏之前和之后,分别进行了前测和后测,以评估受试者对游戏目标概念的理解程度。结果表明,自我解释和先前知识对学习结果有交互影响。对于先验知识水平较低的参与者,实验组的后测成绩明显优于对照组。与此相反,对于已有知识水平较高的参与者,自我解释提示对实验组没有产生积极影响。此外,滞后序列分析的结果还提供了确凿的证据,证明不同先验知识水平的被试在对自我解释提示做出反应时的视觉过渡模式存在差异。这些结果可以解释为什么实验组中不同已有知识水平的参与者取得了不同的学习成果。
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引用次数: 0
Avatars at risk: Exploring public response to sexual violence in immersive digital spaces 处于危险中的阿凡达:探索公众对身临其境的数字空间中性暴力的反应
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-12 DOI: 10.1016/j.chb.2024.108500
Navneet Kumar Singh , Rajeev Kumar Ray , Nikee Silayach , Devi Prasad Dash , Amit Singh
As the metaverse emerges as a new frontier of human interaction, understanding public perceptions of crime in virtual spaces becomes crucial. This study delves into public perceptions of such crimes, focusing on reported incidents of sexual assault in virtual reality environments. We uncover complex dynamics, shaping threat perception in immersive digital realms by analysing YouTube comments through an innovative mixed-methods approach combining machine learning and empirical analysis. Our findings reveal that social norms and expectations are pivotal in influencing perceptions of threats, while technology-mediated interactions correlate with reduced perceived risks. Surprisingly, the oft-discussed blurring of virtual and physical realities shows no significant impact on threat perception. This research contributes to the expanding literature on the social construction of reality and public perception of emerging technologies. The results have implications for the development and governance of metaverse platforms, highlighting the necessity for comprehensive user education initiatives and culturally sensitive approaches to community guidelines and safety features.
随着元宇宙成为人类互动的新领域,了解公众对虚拟空间中犯罪的看法变得至关重要。本研究深入探讨了公众对此类犯罪的看法,重点关注虚拟现实环境中报告的性侵犯事件。我们通过结合机器学习和实证分析的创新型混合方法分析 YouTube 评论,揭示了在身临其境的数字领域中形成威胁感知的复杂动态。我们的研究结果表明,社会规范和期望是影响威胁感知的关键因素,而以技术为媒介的互动与降低感知风险相关。令人惊讶的是,人们经常讨论的虚拟现实和物理现实的模糊性对威胁感知没有显著影响。这项研究为不断扩展的关于现实的社会建构和公众对新兴技术的感知的文献做出了贡献。研究结果对元宇宙平台的开发和管理具有启示意义,强调了全面的用户教育活动以及对社区指南和安全功能具有文化敏感性的方法的必要性。
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引用次数: 0
The bright side of sexting: A scoping review on its benefits 色情短信的好处:对其好处的范围审查
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-12 DOI: 10.1016/j.chb.2024.108499
Silke Van Dijck , Silke Van den Eynde , Paul Enzlin
Sexting behaviour is mostly viewed from a negative perspective. In response to this negative perspective, and in line with calls for a shift towards a more sex-positive approach, this paper provides a scoping review of what is known about the benefits of sexting. Based on a thematic analysis of the content of 70 scientific papers on the benefits of sexting, three main themes were identified: 1) individual benefits resulting from the sexting act itself (i.e., sexual exploration and experimentation, sexual pleasure and non-sexual pleasure), 2) individual benefits resulting from the reaction of the sexting partner (i.e., body image and self-image, sexual agency and validation), and, 3) relational benefits of sexting (i.e., sexual and emotional connectedness, sexting as a way to build bridges). The benefits of sexting are linked to theoretical frameworks related to both the online and offline (sexual) worlds. This paper illustrates how sexting is an online extension of offline sexuality that includes both positive and negative aspects. It is important that also the benefits of sexting receive more attention in research and society, as this will contribute to healthier, more nuanced and more accurate discourses on sexting.
发色情短信的行为大多被从消极的角度看待。为了回应这种消极的观点,并响应转向更积极的性行为方式的呼吁,本文对已知的性短信的好处进行了范围审查。根据对70篇关于性短信好处的科学论文内容的专题分析,确定了三个主要主题:1)性短信行为本身带来的个人利益(即性探索和实验,性快感和非性快感),2)性短信伴侣的反应带来的个人利益(即身体形象和自我形象,性代理和确认),以及3)性短信的关系利益(即性和情感联系,性短信作为一种建立桥梁的方式)。性短信的好处与与在线和离线(性)世界相关的理论框架有关。这篇论文说明了性短信是离线性行为的在线延伸,包括积极和消极的方面。同样重要的是,性短信的好处在研究和社会中得到更多的关注,因为这将有助于对性短信进行更健康、更细致和更准确的讨论。
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引用次数: 0
Human touch vs. AI tech: Understanding user preferences in the future of education 人性化与人工智能技术:了解未来教育中的用户偏好
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-08 DOI: 10.1016/j.chb.2024.108492
Aiping Shao , Zhi Lu , Bu Zhong , Stephanie Q. Liu , Wei Lu
AI educational tool companies are fiercely competing to capture a larger share of the highly competitive AI-in-education market. A key strategy for success is to enhance user favorability and adoption. However, whether users prefer a human or an AI in the role of educator remains an important yet underexplored question. This research conducted three behavioral studies to examine user behavior toward AI-powered educational tools versus human educators, focusing on users' intentions to use these tools and their word-of-mouth (WOM) recommendations. Our findings show that users are more inclined to prefer human educators for their children and are more likely to share this preference with others (Studies 1 and 2). The underlying reason is that users perceive human educators as more capable than AI tools (Study 2). Study 3 further reveals that the type of problem-solving moderates the effect of the educational approach on both intentions to use and WOM. Specifically, users believe that AI tools are better suited for conventional problem-solving, while human educators are preferred for creative problem-solving. Our research is the first to investigate users' adoption of AI educational tools compared to human educators and the underlying mechanism. AI educational tool providers are advised to address users' negative perceptions and alleviate their concerns by demonstrating the competence of AI tools or by actively engaging with users to foster their competence in AI's capabilities. These novel insights contribute to the rapidly growing field of AI research and offer valuable implications for AI educational tools seeking success in the marketplace.
人工智能教育工具企业为了在竞争激烈的人工智能教育市场中占据更大的份额,展开了激烈的竞争。成功的关键策略是提高用户好感度和接受度。然而,用户更喜欢人类还是人工智能扮演教育者的角色,这仍然是一个重要但尚未得到充分探讨的问题。这项研究进行了三项行为研究,以检查用户对人工智能教育工具和人类教育者的行为,重点关注用户使用这些工具的意图和他们的口碑(WOM)推荐。我们的研究结果表明,用户更倾向于为他们的孩子选择人类教育工作者,并且更有可能与其他人分享这种偏好(研究1和2)。潜在的原因是用户认为人类教育工作者比人工智能工具更有能力(研究2)。研究3进一步揭示,解决问题的类型调节了教育方法对使用意图和口碑的影响。具体来说,用户认为人工智能工具更适合于传统的问题解决,而人类教育者更适合创造性的问题解决。我们的研究首次调查了用户对人工智能教育工具的采用情况,并将其与人类教育工作者进行了比较。建议人工智能教育工具提供商通过展示人工智能工具的能力或积极与用户互动以培养他们对人工智能能力的能力来解决用户的负面看法并减轻他们的担忧。这些新颖的见解有助于人工智能研究领域的快速发展,并为人工智能教育工具在市场上寻求成功提供了有价值的启示。
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引用次数: 0
Enhancing software quality assurance in ubiquitous learning environments through mutation testing and diverse test oracles 在泛在学习环境中通过突变测试和多样化测试指标加强软件质量保证
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-11-06 DOI: 10.1016/j.chb.2024.108493
Muhammad Rashid Naeem , Muhammad Asghar Khan , Mansoor Khan , Omar Alruwaili , Ibrahim Alrashdi , Saad Alanazi
Ubiquitous learning enables software analysts to acquire knowledge and design test oracles from online resources including developer documentations, forums and collaborative platforms. Test oracles are primarily designed by humans and may contain quality defects. Mutation testing can facilitate the adaptability of ubiquitous learning to enhance software quality assurance. Unfortunately, mutation testing generates a large number of faulty versions known as mutants to analyze the quality of test oracles which is computationally expensive. In this paper, we proposed minimal path selection strategy to select fewer and non-trivial mutants to analyze diverse test oracles realizing ubiquitous learning environments. The proposed selection strategy explores the relationship between faulty conditions and output statements to identify feasible paths. To establish a ubiquitous learning setup, diverse test oracles are selected by incorporating user input, automated scripts and developer insights. This approach aims to enhance learner engagement and effectively design test oracles. The empirical evaluation and state-of-the-art comparison of various Java-built software programs demonstrated the potential of ubiquitous learning in software quality assurance by reducing 75% of the generated mutants. Furthermore, only 64%–85% of adequate test oracles were required to meet the desired quality assurance criteria. The study highlights the significance of personalized and adaptive approaches to assure software quality in ubiquitous learning environments.
泛在学习使软件分析人员能够从在线资源(包括开发人员文档、论坛和协作平台)中获取知识并设计测试指标。测试指标主要由人类设计,可能包含质量缺陷。突变测试可以促进泛在学习的适应性,从而提高软件质量保证。遗憾的是,突变测试会产生大量被称为突变体的错误版本来分析测试字典的质量,计算成本很高。在本文中,我们提出了最小路径选择策略,以选择较少且非琐碎的突变体来分析实现泛在学习环境的各种测试指标。所提出的选择策略探索了故障条件与输出语句之间的关系,从而确定了可行的路径。为了建立无所不在的学习环境,需要结合用户输入、自动脚本和开发人员的见解来选择不同的测试任务。这种方法旨在提高学习者的参与度,并有效地设计测试任务。对各种 Java 构建的软件程序进行的实证评估和最新技术比较表明,泛在学习在软件质量保证方面具有潜力,可减少 75% 的突变。此外,只需要 64%-85% 的适当测试示例就能满足所需的质量保证标准。这项研究强调了在泛在学习环境中采用个性化和自适应方法来保证软件质量的重要性。
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引用次数: 0
A network analysis-based study of the correlations between internet addiction, insomnia, physical activity, and suicide ideation in adolescents 基于网络分析的青少年网络成瘾、失眠、体育锻炼和自杀意念之间的相关性研究
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-30 DOI: 10.1016/j.chb.2024.108483
Jiayi Lu , Xinhai Tang , Xingyue Jin , Xuerong Luo , Tianqing Fan , Yanmei Shen

Objective

Internet addiction (IA), insomnia, and suicide are serious public health issues with profound implications that deserve further attention. Yet few studies have used network analysis to explore their interactions and relationship with physical activity (PA) from the symptom dimension level. This study aims to construct the IA-PA-Insomnia network and to explore the symptoms that exhibit the strongest correlation with suicidal ideation.

Methods

This research enrolled 6573 students aged 12–17 years old from two schools. Internet addiction (Revised Chinese Internet Addiction Scale), insomnia (Athens Insomnia Scale), physical activity, suicide ideation, and demographics were employed in the collection of data. The ggmModSelect algorithm was applied to establish the network structure and identify central and bridge symptoms.

Results

The prevalence of Internet addiction, insomnia, and suicide ideation is 8.7%, 17.5%, and 15. 8%, respectively. “Tolerance,” “sleep quality,” and “time management” were the core symptoms in the network. The strongest bridge nodes were “tolerance,” “daytime sleepiness,” and “time management”. “Daytime mood” shared the most direct associations with suicide ideation. Physical activity was inversely associated with all symptom nodes, especially daytime mood and interpersonal and health-related problems.

Conclusions

Tolerance and time management are crucial factors in maintaining the entire network and triggering the co-occurrence of different psychological conditions. Daytime mood was most associated with suicidal ideation and regular exercise can help with IA, insomnia, and suicidal ideation. There is a need to target these symptoms to protect the physical and mental health of adolescents.
目的网瘾(IA)、失眠和自杀是严重的公共卫生问题,影响深远,值得进一步关注。然而,很少有研究利用网络分析法从症状维度探讨它们之间的相互作用以及与身体活动(PA)的关系。本研究旨在构建IA-PA-失眠网络,并探讨与自杀意念相关性最强的症状。收集数据时使用了网络成瘾(修订版中国网络成瘾量表)、失眠(雅典失眠量表)、体育活动、自杀意念和人口统计学特征。结果 网瘾、失眠和自杀意念的患病率分别为 8.7%、17.5% 和 15.8%。8%。"宽容"、"睡眠质量 "和 "时间管理 "是网络中的核心症状。宽容"、"白天嗜睡 "和 "时间管理 "是最强的桥梁节点。"白天情绪 "与自杀意念有着最直接的联系。体力活动与所有症状节点,尤其是白天情绪、人际关系和健康相关问题成反比。日间情绪与自杀意念的关系最为密切,而经常锻炼有助于缓解内向、失眠和自杀意念。有必要针对这些症状保护青少年的身心健康。
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引用次数: 0
What makes Chinese adolescents glued to their smartphones? Using network analysis and three-wave longitudinal analysis to assess how adverse childhood experiences influence smartphone addiction 是什么让中国青少年沉迷于智能手机?利用网络分析法和三波纵向分析法评估不良童年经历对智能手机成瘾的影响
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-30 DOI: 10.1016/j.chb.2024.108484
Hongyi Lin , Guohao He , Hong Zheng , Jiaoyang Ai
Research has identified a robust connection between adverse childhood experiences and smartphone addiction. However, few studies have explored the close links between various smartphone application addictions and their co-occurrence. To bridge this gap, the current study used one pilot study and two formal studies to explore the co-occurrence of different smartphone application addictions, as well as their potential risk factors and internal mechanisms. In the pilot study (N = 118), adolescents with smartphone addictions were interviewed to determine their regularly-used applications and content type. In Study 1 (N = 1962), network analysis was used to assess six application preferences within the broader umbrella of smartphone addiction, and the potential relationship effect between adverse childhood experiences and smartphone addiction. In Study 2 (N = 835), the causal relationship was further verified through a longitudinal study which also found that alexithymia and social sensitivity played mediating roles in smartphone application addition. The application addiction with the highest centrality was for short videos, followed by games and then social media applications. In addition, a range of social experiences associated with violence (e.g., neglect and bullying) were found to be key determinants of smartphone addiction, in that these experiences hinder adolescents' socialization by increasing their alexithymia and social sensitivity, leading them to become glued to their smartphones. The findings of this study contribute to a better understanding of how adverse childhood experiences increase adolescents’ risk of smartphone addiction, while also providing new insights into the co-occurrence of addictions to various common smartphone applications.
研究发现,不良童年经历与智能手机成瘾之间存在密切联系。然而,很少有研究探讨了各种智能手机应用成瘾之间的密切联系及其并发性。为了填补这一空白,本研究采用了一项试点研究和两项正式研究来探讨不同智能手机应用成瘾的并发性及其潜在风险因素和内在机制。在试点研究(N = 118)中,对有智能手机成瘾的青少年进行了访谈,以确定他们经常使用的应用程序和内容类型。在研究 1(N = 1962)中,利用网络分析法评估了智能手机成瘾这一更广泛范畴内的六种应用偏好,以及童年不良经历与智能手机成瘾之间的潜在关系效应。在研究 2(N = 835)中,通过纵向研究进一步验证了这一因果关系,研究还发现,亚历山大症和社会敏感性在智能手机应用添加中起到了中介作用。中心度最高的应用程序是短视频,其次是游戏,再次是社交媒体应用程序。此外,研究还发现一系列与暴力有关的社会经历(如忽视和欺凌)是智能手机成瘾的关键决定因素,因为这些经历会增加青少年的情感障碍和社会敏感性,从而阻碍他们的社会化进程,导致他们对智能手机如痴如醉。这项研究的结果有助于更好地理解不良童年经历是如何增加青少年使用智能手机成瘾的风险的,同时也为了解各种常见智能手机应用软件成瘾的并发症提供了新的视角。
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引用次数: 0
Extended multi-stream temporal-attention module for skeleton-based human action recognition (HAR) 基于骨架的人类动作识别(HAR)的扩展多流时间关注模块
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-29 DOI: 10.1016/j.chb.2024.108482
Faisal Mehmood , Xin Guo , Enqing Chen , Muhammad Azeem Akbar , Arif Ali Khan , Sami Ullah
Graph convolutional networks (GCNs) are an effective skeleton-based human action recognition (HAR) technique. GCNs enable the specification of CNNs to a non-Euclidean frame that is more flexible. The previous GCN-based models still have a lot of issues: (I) The graph structure is the same for all model layers and input data. GCN model's hierarchical structure and human action recognition input diversity make this a problematic approach; (II) Bone length and orientation are understudied due to their significance and variance in HAR. For this purpose, we introduce an Extended Multi-stream Temporal-attention Adaptive GCN (EMS-TAGCN). By training the network topology of the proposed model either consistently or independently according to the input data, this data-based technique makes graphs more flexible and faster to adapt to a new dataset. A spatial, temporal, and channel attention module helps the adaptive graph convolutional layer focus on joints, frames, and features. Hence, a multi-stream framework representing bones, joints, and their motion enhances recognition accuracy. Our proposed model outperforms the NTU RGBD for CS and CV by 0.6% and 1.4%, respectively, while Kinetics-skeleton Top-1 and Top-5 are 1.4% improved, UCF-101 has improved 2.34% accuracy and HMDB-51 dataset has significantly improved 1.8% accuracy. According to the results, our model has performed better than the other models. Our model consistently outperformed other models, and the results were statistically significant that demonstrating the superiority of our model for the task of HAR and its ability to provide the most reliable and accurate results.
图卷积网络(GCN)是一种有效的基于骨架的人类动作识别(HAR)技术。GCNs 可以将 CNNs 规格化为非欧几里得框架,更加灵活。以往基于 GCN 的模型仍存在很多问题:(I)所有模型层和输入数据的图结构都是相同的。GCN 模型的分层结构和人类动作识别输入的多样性使得这种方法存在问题;(II) 由于骨骼长度和方向在 HAR 中的重要性和差异性,对它们的研究不足。为此,我们引入了扩展的多流时态注意自适应 GCN(EMS-TAGCN)。通过根据输入数据对所提模型的网络拓扑进行一致或独立的训练,这种基于数据的技术使图形更灵活、更快速地适应新的数据集。空间、时间和通道关注模块有助于自适应图卷积层关注关节、帧和特征。因此,代表骨骼、关节及其运动的多流框架提高了识别的准确性。我们提出的模型在 CS 和 CV 方面分别比 NTU RGBD 高出 0.6% 和 1.4%,而 Kinetics-skeleton Top-1 和 Top-5 则提高了 1.4%,UCF-101 提高了 2.34% 的准确率,HMDB-51 数据集则显著提高了 1.8% 的准确率。从结果来看,我们的模型比其他模型表现更好。我们的模型始终优于其他模型,其结果在统计学上具有显著意义,这表明我们的模型在完成 HAR 任务方面具有优越性,能够提供最可靠、最准确的结果。
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引用次数: 0
When XR meets the Metaverse: Advancing new realities in an evolving space 当 XR 遇到 Metaverse:在不断发展的空间中推进新的现实
IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Pub Date : 2024-10-28 DOI: 10.1016/j.chb.2024.108481
M. Claudia tom Dieck, Dai-In Danny Han, Timothy Jung
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引用次数: 0
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Computers in Human Behavior
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