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The Effects of Depth of Knowledge of a Virtual Agent 虚拟代理知识深度的影响
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456148
Fu-Chia Yang;Kevin Duque;Christos Mousas
We explored the impact of depth of knowledge on conversational agents and human perceptions in a virtual reality (VR) environment. We designed experimental conditions with low, medium, and high depths of knowledge in the domain of game development and tested them among 27 game development students. We aimed to understand how the agent's predefined knowledge levels affected the participants' perceptions of the agent and its knowledge. Our findings showed that participants could distinguish between different knowledge levels of the virtual agent. Moreover, the agent's depth of knowledge significantly impacted participants' perceptions of intelligence, rapport, factuality, the uncanny valley effect, anthropomorphism, and willingness for future interaction. We also found strong correlations between perceived knowledge, perceived intelligence, factuality, and willingness for future interactions. We developed design guidelines for creating conversational agents from our data and observations. This study contributes to the human-agent interaction field in VR settings by providing empirical evidence on the importance of tailoring virtual agents' depth of knowledge to improve user experience, offering insights into designing more engaging and effective conversational agents.
我们探索了知识深度对虚拟现实(VR)环境中对话代理和人类感知的影响。我们在游戏开发领域设计了低、中、高知识深度的实验条件,并在 27 名游戏开发专业的学生中进行了测试。我们旨在了解代理的预定知识水平如何影响参与者对代理及其知识的感知。我们的研究结果表明,参与者能够区分虚拟代理的不同知识水平。此外,代理的知识深度极大地影响了参与者对智能、亲和力、事实性、不可思议谷效应、拟人化和未来互动意愿的感知。我们还发现,感知知识、感知智力、事实性和未来互动意愿之间存在很强的相关性。我们根据数据和观察结果制定了创建对话式代理的设计指南。这项研究为虚拟现实环境中的人机交互领域做出了贡献,它提供了实证证据,证明了定制虚拟代理的知识深度对改善用户体验的重要性,为设计更具吸引力和更有效的对话代理提供了启示。
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引用次数: 0
VisEval: A Benchmark for Data Visualization in the Era of Large Language Models. VisEval:大型语言模型时代的数据可视化基准。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456320
Nan Chen, Yuge Zhang, Jiahang Xu, Kan Ren, Yuqing Yang

Translating natural language to visualization (NL2VIS) has shown great promise for visual data analysis, but it remains a challenging task that requires multiple low-level implementations, such as natural language processing and visualization design. Recent advancements in pre-trained large language models (LLMs) are opening new avenues for generating visualizations from natural language. However, the lack of a comprehensive and reliable benchmark hinders our understanding of LLMs' capabilities in visualization generation. In this paper, we address this gap by proposing a new NL2VIS benchmark called VisEval. Firstly, we introduce a high-quality and large-scale dataset. This dataset includes 2,524 representative queries covering 146 databases, paired with accurately labeled ground truths. Secondly, we advocate for a comprehensive automated evaluation methodology covering multiple dimensions, including validity, legality, and readability. By systematically scanning for potential issues with a number of heterogeneous checkers, VisEval provides reliable and trustworthy evaluation outcomes. We run VisEval on a series of state-of-the-art LLMs. Our evaluation reveals prevalent challenges and delivers essential insights for future advancements.

将自然语言转化为可视化(NL2VIS)在可视化数据分析方面大有可为,但这仍然是一项具有挑战性的任务,需要多种底层实现,如自然语言处理和可视化设计。预训练大型语言模型(LLM)的最新进展为从自然语言生成可视化开辟了新途径。然而,由于缺乏全面可靠的基准,阻碍了我们对 LLM 在可视化生成方面能力的了解。在本文中,我们提出了一种名为 VisEval 的新 NL2VIS 基准,从而弥补了这一空白。首先,我们引入了一个高质量、大规模的数据集。该数据集包括覆盖 146 个数据库的 2524 个具有代表性的查询,并与精确标注的地面真实数据配对。其次,我们主张采用全面的自动评估方法,涵盖多个维度,包括有效性、合法性和可读性。通过使用大量异构检查器系统地扫描潜在问题,VisEval 可以提供可靠、可信的评估结果。我们在一系列最先进的 LLM 上运行 VisEval。我们的评估揭示了普遍存在的挑战,并为未来的进步提供了重要启示。
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引用次数: 0
Smartboard: Visual Exploration of Team Tactics with LLM Agent. 智能板:利用 LLM Agent 对团队战术进行可视化探索。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456200
Ziao Liu, Xiao Xie, Moqi He, Wenshuo Zhao, Yihong Wu, Liqi Cheng, Hui Zhang, Yingcai Wu

Tactics play an important role in team sports by guiding how players interact on the field. Both sports fans and experts have a demand for analyzing sports tactics. Existing approaches allow users to visually perceive the multivariate tactical effects. However, these approaches require users to experience a complex reasoning process to connect the multiple interactions within each tactic to the final tactical effect. In this work, we collaborate with basketball experts and propose a progressive approach to help users gain a deeper understanding of how each tactic works and customize tactics on demand. Users can progressively sketch on a tactic board, and a coach agent will simulate the possible actions in each step and present the simulation to users with facet visualizations. We develop an extensible framework that integrates large language models (LLMs) and visualizations to help users communicate with the coach agent with multimodal inputs. Based on the framework, we design and develop Smartboard, an agent-based interactive visualization system for fine-grained tactical analysis, especially for play design. Smartboard provides users with a structured process of setup, simulation, and evolution, allowing for iterative exploration of tactics based on specific personalized scenarios. We conduct case studies based on real-world basketball datasets to demonstrate the effectiveness and usefulness of our system.

战术在团队运动中发挥着重要作用,它指导着球员在场上的互动方式。体育迷和专家都需要对体育战术进行分析。现有的方法允许用户直观地感知多元战术效果。然而,这些方法需要用户经历复杂的推理过程,才能将每个战术中的多重互动与最终战术效果联系起来。在这项工作中,我们与篮球专家合作,提出了一种循序渐进的方法,帮助用户深入了解每种战术的作用,并按需定制战术。用户可以在战术板上逐步绘制草图,教练代理将模拟每个步骤中可能出现的动作,并通过切面可视化将模拟结果呈现给用户。我们开发了一个可扩展的框架,将大型语言模型(LLM)和可视化整合在一起,帮助用户通过多模态输入与教练代理交流。基于该框架,我们设计并开发了基于代理的交互式可视化系统 Smartboard,用于精细战术分析,尤其是战术设计。Smartboard 为用户提供了一个结构化的设置、模拟和演化过程,允许用户根据特定的个性化场景对战术进行迭代探索。我们基于真实世界的篮球数据集进行了案例研究,以证明我们系统的有效性和实用性。
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引用次数: 0
"I Came Across a Junk": Understanding Design Flaws of Data Visualization from the Public's Perspective. "我发现了一个垃圾":从公众角度理解数据可视化的设计缺陷。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456341
Xingyu Lan, Yu Liu

The visualization community has a rich history of reflecting upon visualization design flaws. Although research in this area has remained lively, we believe it is essential to continuously revisit this classic and critical topic in visualization research by incorporating more empirical evidence from diverse sources, characterizing new design flaws, building more systematic theoretical frameworks, and understanding the underlying reasons for these flaws. To address the above gaps, this work investigated visualization design flaws through the lens of the public, constructed a framework to summarize and categorize the identified flaws, and explored why these flaws occur. Specifically, we analyzed 2227 flawed data visualizations collected from an online gallery and derived a design task-associated taxonomy containing 76 specific design flaws. These flaws were further classified into three high-level categories (i.e., misinformation, uninformativeness, unsociability) and ten subcategories (e.g., inaccuracy, unfairness, ambiguity). Next, we organized five focus groups to explore why these design flaws occur and identified seven causes of the flaws. Finally, we proposed a research agenda for combating visualization design flaws and summarize nine research opportunities.

可视化社区在反思可视化设计缺陷方面有着丰富的历史。尽管该领域的研究一直很活跃,但我们认为有必要继续重新审视可视化研究中这一经典而关键的话题,从不同来源纳入更多的经验证据,描述新的设计缺陷,建立更系统的理论框架,并了解这些缺陷的根本原因。为了弥补上述不足,本研究通过公众视角调查可视化设计缺陷,构建了一个框架来总结和归类已发现的缺陷,并探讨了这些缺陷发生的原因。具体来说,我们分析了从一个在线图库中收集的2227个有缺陷的数据可视化作品,并得出了一个与设计任务相关的分类法,其中包含76个具体的设计缺陷。这些缺陷被进一步分为三个高级类别(即错误信息、无信息性、不可交互性)和十个子类别(如不准确、不公平、含糊不清)。接下来,我们组织了五个焦点小组来探讨为什么会出现这些设计缺陷,并找出了造成这些缺陷的七个原因。最后,我们提出了消除可视化设计缺陷的研究议程,并总结了九个研究机会。
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引用次数: 0
KNOWNET: Guided Health Information Seeking from LLMs via Knowledge Graph Integration. KNOWNET:通过知识图谱整合引导从 LLMs 中获取健康信息。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456364
Youfu Yan, Yu Hou, Yongkang Xiao, Rui Zhang, Qianwen Wang

The increasing reliance on Large Language Models (LLMs) for health information seeking can pose severe risks due to the potential for misinformation and the complexity of these topics. This paper introduces KNOWNET a visualization system that integrates LLMs with Knowledge Graphs (KG) to provide enhanced accuracy and structured exploration. Specifically, for enhanced accuracy, KNOWNET extracts triples (e.g., entities and their relations) from LLM outputs and maps them into the validated information and supported evidence in external KGs. For structured exploration, KNOWNET provides next-step recommendations based on the neighborhood of the currently explored entities in KGs, aiming to guide a comprehensive understanding without overlooking critical aspects. To enable reasoning with both the structured data in KGs and the unstructured outputs from LLMs, KNOWNET conceptualizes the understanding of a subject as the gradual construction of graph visualization. A progressive graph visualization is introduced to monitor past inquiries, and bridge the current query with the exploration history and next-step recommendations. We demonstrate the effectiveness of our system via use cases and expert interviews.

由于这些主题的潜在误导性和复杂性,越来越多的人依赖大语言模型(LLM)来寻求健康信息,这可能会带来严重的风险。本文介绍的 KNOWNET 是一种可视化系统,它将 LLM 与知识图谱 (KG) 相整合,以提供更高的准确性和结构化探索。具体来说,为了提高准确性,KNOWNET 从 LLM 输出中提取三元组(如实体及其关系),并将其映射到外部 KG 中的验证信息和支持证据。对于结构化探索,KNOWNET 会根据当前探索的实体在幼稚园中的邻域提供下一步建议,目的是在不忽略关键方面的情况下引导全面理解。为了能够对 KG 中的结构化数据和 LLM 的非结构化输出进行推理,KNOWNET 将对主题的理解概念化为图形可视化的逐步构建。KNOWNET 引入了渐进式图形可视化来监控过去的查询,并将当前查询与探索历史和下一步建议联系起来。我们通过使用案例和专家访谈证明了我们系统的有效性。
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引用次数: 0
HiRegEx: Interactive Visual Query and Exploration of Multivariate Hierarchical Data. HiRegEx:多变量分层数据的交互式可视化查询和探索。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456389
Guozheng Li, Haotian Mi, Chi Harold Liu, Takayuki Itoh, Guoren Wang

When using exploratory visual analysis to examine multivariate hierarchical data, users often need to query data to narrow down the scope of analysis. However, formulating effective query expressions remains a challenge for multivariate hierarchical data, particularly when datasets become very large. To address this issue, we develop a declarative grammar, HiRegEx (Hierarchical data Regular Expression), for querying and exploring multivariate hierarchical data. Rooted in the extended multi-level task topology framework for tree visualizations (e-MLTT), HiRegEx delineates three query targets (node, path, and subtree) and two aspects for querying these targets (features and positions), and uses operators developed based on classical regular expressions for query construction. Based on the HiRegEx grammar, we develop an exploratory framework for querying and exploring multivariate hierarchical data and integrate it into the TreeQueryER prototype system. The exploratory framework includes three major components: top-down pattern specification, bottom-up data-driven inquiry, and context-creation data overview. We validate the expressiveness of HiRegEx with the tasks from the e-MLTT framework and showcase the utility and effectiveness of TreeQueryER system through a case study involving expert users in the analysis of a citation tree dataset.

在使用探索性可视分析来研究多变量分层数据时,用户往往需要查询数据以缩小分析范围。然而,对于多变量分层数据来说,尤其是当数据集变得非常庞大时,制定有效的查询表达式仍然是一项挑战。为了解决这个问题,我们开发了一种声明式语法 HiRegEx(分层数据正则表达式),用于查询和探索多变量分层数据。HiRegEx 以树可视化的扩展多级任务拓扑框架(e-MLTT)为基础,划分了三个查询目标(节点、路径和子树)和查询这些目标的两个方面(特征和位置),并使用基于经典正则表达式开发的操作符进行查询构造。基于 HiRegEx 语法,我们开发了一个用于查询和探索多变量层次数据的探索性框架,并将其集成到 TreeQueryER 原型系统中。探索框架包括三个主要部分:自上而下的模式规范、自下而上的数据驱动查询和上下文创建数据概览。我们利用 e-MLTT 框架中的任务验证了 HiRegEx 的表达能力,并通过专家用户分析引文树数据集的案例研究展示了 TreeQueryER 系统的实用性和有效性。
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引用次数: 0
Touching the Ground: Evaluating the Effectiveness of Data Physicalizations for Spatial Data Analysis Tasks. 触摸地面:评估数据物理化在空间数据分析任务中的有效性。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456377
Bridger Herman, Cullen D Jackson, Daniel F Keefe

Inspired by recent advances in digital fabrication, artists and scientists have demonstrated that physical data encodings (i.e., data physicalizations) can increase engagement with data, foster collaboration, and in some cases, improve data legibility and analysis relative to digital alternatives. However, prior empirical studies have only investigated abstract data encoded in physical form (e.g., laser cut bar charts) and not continuously sampled spatial data fields relevant to climate and medical science (e.g., heights, temperatures, densities, and velocities sampled on a spatial grid). This paper presents the design and results of the first study to characterize human performance in 3D spatial data analysis tasks across analogous physical and digital visualizations. Participants analyzed continuous spatial elevation data with three visualization modalities: (1) 2D digital visualization; (2) perspective-tracked, stereoscopic "fishtank" virtual reality; and (3) 3D printed data physicalization. Their tasks included tracing paths downhill, looking up spatial locations and comparing their relative heights, and identifying and reporting the minimum and maximum heights within certain spatial regions. As hypothesized, in most cases, participants performed the tasks just as well or better in the physical modality (based on time and error metrics). Additional results include an analysis of open-ended feedback from participants and discussion of implications for further research on the value of data physicalization. All data and supplemental materials are available at https://osf.io/7xdq4/.

受数字制造领域最新进展的启发,艺术家和科学家们已经证明,物理数据编码(即数据物理化)可以提高对数据的参与度,促进合作,在某些情况下,相对于数字替代品,还能提高数据的可读性和分析能力。然而,之前的实证研究只调查了以物理形式编码的抽象数据(如激光切割条形图),而没有调查与气候和医学科学相关的连续采样空间数据域(如在空间网格上采样的高度、温度、密度和速度)。本文介绍了第一项研究的设计和结果,该研究旨在描述人类在类似物理和数字可视化的三维空间数据分析任务中的表现。参与者通过三种可视化模式分析连续的空间高程数据:(1)二维数字可视化;(2)透视跟踪立体 "鱼缸 "虚拟现实;(3)三维打印数据物理化。他们的任务包括追踪下山路径、查找空间位置并比较其相对高度,以及识别和报告某些空间区域内的最小和最大高度。正如假设的那样,在大多数情况下,参与者在物理模式下完成任务的效果一样好,甚至更好(基于时间和误差指标)。其他结果包括对参与者开放式反馈的分析,以及对进一步研究数据物理化价值的意义的讨论。所有数据和补充材料可在 https://osf.io/7xdq4/ 网站上查阅。
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引用次数: 0
NIS-SLAM: Neural Implicit Semantic RGB-D SLAM for 3D Consistent Scene Understanding NIS-SLAM:用于三维一致场景理解的神经隐含语义 RGB-D SLAM
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456201
Hongjia Zhai;Gan Huang;Qirui Hu;Guanglin Li;Hujun Bao;Guofeng Zhang
In recent years, the paradigm of neural implicit representations has gained substantial attention in the field of Simultaneous Localization and Mapping (SLAM). However, a notable gap exists in the existing approaches when it comes to scene understanding. In this paper, we introduce NIS-SLAM, an efficient neural implicit semantic RGB-D SLAM system, that leverages a pre-trained 2D segmentation network to learn consistent semantic representations. Specifically, for high-fidelity surface reconstruction and spatial consistent scene understanding, we combine high-frequency multi-resolution tetrahedron-based features and low-frequency positional encoding as the implicit scene representations. Besides, to address the inconsistency of 2D segmentation results from multiple views, we propose a fusion strategy that integrates the semantic probabilities from previous non-keyframes into keyframes to achieve consistent semantic learning. Furthermore, we implement a confidence-based pixel sampling and progressive optimization weight function for robust camera tracking. Extensive experimental results on various datasets show the better or more competitive performance of our system when compared to other existing neural dense implicit RGB-D SLAM approaches. Finally, we also show that our approach can be used in augmented reality applications. Project page: https://zju3dv.github.io/nis_slam.
近年来,神经隐式表征范例在同步定位与绘图(SLAM)领域获得了极大关注。然而,在场景理解方面,现有方法还存在明显差距。在本文中,我们介绍了一种高效的神经隐式语义 RGB-D SLAM 系统 NIS-SLAM,该系统利用预先训练好的二维分割网络来学习一致的语义表征。具体来说,为了实现高保真表面重建和空间一致性场景理解,我们结合了基于四面体的高频多分辨率特征和低频位置编码作为隐式场景表征。此外,针对多视角二维分割结果不一致的问题,我们提出了一种融合策略,将之前非关键帧的语义概率整合到关键帧中,以实现一致的语义学习。此外,我们还实施了基于置信度的像素采样和渐进优化权重函数,以实现稳健的相机跟踪。在各种数据集上的广泛实验结果表明,与其他现有的神经密集隐式 RGB-D SLAM 方法相比,我们的系统具有更好或更有竞争力的性能。最后,我们还展示了我们的方法可用于增强现实应用。项目页面:https://zju3dv.github.io/nis_slam。
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引用次数: 0
Visual Perceptual Confidence: Exploring Discrepancies Between Self-reported and Actual Distance Perception In Virtual Reality 视觉感知信心:探索虚拟现实中自我报告与实际距离感知之间的差异。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456165
Yahya Hmaiti;Mykola Maslych;Amirpouya Ghasemaghaei;Ryan K Ghamandi;Joseph J. LaViola
Virtual Reality (VR) systems are widely used, and it is essential to know if spatial perception in virtual environments (VEs) is similar to reality. Research indicates that users tend to underestimate distances in VR. Prior work suggests that actual distance judgments in VR may not always match the users self-reported preference of where they think they most accurately estimated distances. However, no explicit investigation evaluated whether user preferences match actual performance in a spatial judgment task. We used blind walking to explore potential dissimilarities between actual distance estimates and user-selected preferences of visual complexities, VE conditions, and targets. Our findings show a gap between user preferences and actual performance when visual complexities were varied, which has implications for better visual perception understanding, VR applications design, and research in spatial perception, indicating the need to calibrate and align user preferences and true spatial perception abilities in VR.
虚拟现实(VR)系统被广泛使用,了解虚拟环境(VE)中的空间感知是否与现实相似至关重要。研究表明,用户往往会低估 VR 中的距离。先前的研究表明,VR 中的实际距离判断可能并不总是与用户自我报告的他们认为最准确的距离估计偏好相吻合。然而,还没有明确的调查评估用户的偏好是否与空间判断任务中的实际表现相匹配。我们利用盲走来探索实际距离估计与用户选择的视觉复杂度、VE 条件和目标偏好之间的潜在差异。我们的研究结果表明,当视觉复杂度不同时,用户偏好与实际表现之间存在差距,这对更好地理解视觉感知、VR 应用设计和空间感知研究具有重要意义,表明有必要校准和调整用户偏好与 VR 中的真实空间感知能力。
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引用次数: 0
A General Framework for Comparing Embedding Visualizations Across Class-Label Hierarchies. 比较不同类别标签层次的嵌入式可视化的通用框架。
Pub Date : 2024-09-10 DOI: 10.1109/TVCG.2024.3456370
Trevor Manz, Fritz Lekschas, Evan Greene, Greg Finak, Nils Gehlenborg

Projecting high-dimensional vectors into two dimensions for visualization, known as embedding visualization, facilitates perceptual reasoning and interpretation. Comparing multiple embedding visualizations drives decision-making in many domains, but traditional comparison methods are limited by a reliance on direct point correspondences. This requirement precludes comparisons without point correspondences, such as two different datasets of annotated images, and fails to capture meaningful higher-level relationships among point groups. To address these shortcomings, we propose a general framework for comparing embedding visualizations based on shared class labels rather than individual points. Our approach partitions points into regions corresponding to three key class concepts-confusion, neighborhood, and relative size-to characterize intra- and inter-class relationships. Informed by a preliminary user study, we implemented our framework using perceptual neighborhood graphs to defne these regions and introduced metrics to quantify each concept. We demonstrate the generality of our framework with usage scenarios from machine learning and single-cell biology, highlighting our metrics' ability to draw insightful comparisons across label hierarchies. To assess the effectiveness of our approach, we conducted an evaluation study with fve machine learning researchers and six single-cell biologists using an interactive and scalable prototype built with Python, JavaScript, and Rust. Our metrics enable more structured comparisons through visual guidance and increased participants' confdence in their fndings.

将高维向量投影到两个维度进行可视化,即嵌入可视化,有助于感知推理和解释。比较多个嵌入式可视化可推动许多领域的决策,但传统的比较方法因依赖于直接的点对应关系而受到限制。这种要求排除了没有点对应关系的比较,例如两个不同数据集的注释图像,也无法捕捉点组之间有意义的高层关系。为了解决这些缺陷,我们提出了一个通用框架,用于比较基于共享类标签而非单个点的嵌入可视化。我们的方法将点划分为与三个关键类概念--混淆、邻近和相对大小--相对应的区域,以描述类内和类间的关系。在初步用户研究的基础上,我们使用感知邻域图来定义这些区域,并引入指标来量化每个概念,从而实现了我们的框架。我们通过机器学习和单细胞生物学的使用场景来展示我们框架的通用性,突出了我们的度量标准在跨标签层次结构之间进行深入比较的能力。为了评估我们方法的有效性,我们与五位机器学习研究人员和六位单细胞生物学家进行了一项评估研究,使用的是用 Python、JavaScript 和 Rust 构建的交互式可扩展原型。我们的度量方法通过可视化指导实现了更有条理的比较,并增强了参与者对其发现的信心。
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引用次数: 0
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IEEE transactions on visualization and computer graphics
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