PRESENCE 2005
The 8th Annual International Workshop on Presence
September 21-23
London
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| Conference
Proceedings
[ ISBN 0-9551232-0-8 ] |
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PRESENCE 2005 took place in London and was hosted by
University College London September
21-23, 2005. The conference was organized by ISPR, the International
Society for Presence Research and is supported by the European Commission's
FET
Presence Research Initiative through the
Presencia project and
by University College London.
A list of the papers and presentations from the conference with links to
Adobe Acrobat (.pdf) files containing each paper, is below.
Click here to
view or download the complete conference proceedings in a large (15.8 mb)
file.
Click here
to view or download the Presencia Demonstrations handout (in an Adobe Acrobat .pdf
file).
As of October 2005 a very small number of original printed versions of the proceedings are
available for purchase from UCL. Please contact
j.giwa@cs.ucl.ac.uk for further
details. The cost is £25 plus postage.
If you have questions or problems, please send an e-mail message
to help@ispr.info.
CONFERENCE PAPERS AND PRESENTATIONS
DAY 1: Wednesday 21st September
Keynote Talk 1
Chair: Gert
Pfurtscheller, Laboratory of Brain-Computer Interfaces, Institute for
Computer Graphics and Vision, Graz University of Technology, Austria
| 10.00-11.00 |
Experimenting with Ada: Towards Collective Mixed-reality
Environments |
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Paul
F.M.J. Verschure, Institute of Neuroinformatics, University & Federal
Institute of Technology (ETH) Zuric |
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We have constructed a shared mixed reality environment that
can support simultaneous interaction with dozens of humans. This space,
called Ada, was presented at the Swiss national exhibition Expo.02 and
was visited by 553.700 people during the 6 months of this event. Ada raises
a number of questions concerning the methods and technologies that facilitate
the construction of real-world systems consisting of very dense sensor
and effector networks, and the approaches that allow for effective interactions
between such a space and its visitors. Ada's design was based on a neuromorphic
approach where the artefact itself was conceived as a sentient organism,
its central control systems were based on large-scale neuronal models and
its modes of interaction as behaviours subserving specific allocentric
needs. In this presentation I will describe the key components of Ada and
present a quantitative and qualitative analysis of its performance and
impact on human behaviour and experience. |
Session 1: Interacting with a Brain
Chair: Edwin
Blake, Department of Computer
Science, University of Cape Town, South Africa
| 11.30-12.00 |
An
Investigation of Collective Human Behavior in Large-scale, Mixed Reality
Spaces
Kynan Eng1,
Matti Mintz2, and Paul
F.M.J. Verschure1
1 Institute of Neuroinformatics, University/ETH Zurich, Switzerland
2 Department of Psychology, Tel-Aviv University, Israel |
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| 12.00-12.30 |
Walking from Thoughts: Not the Muscles are Crucial, But
the Brain Waves!
Robert Leeb1, Claudia
Keinrath1, Doron
Friedman2, Christoph
Guger3, Christa
Neuper1,4, Maia
Garau2, Angus
Antley2, Anthony
Steed2, Mel
Slater2 and Gert
Pfurtscheller1,5
1 Laboratory of Brain-Computer Interfaces, Institute for Computer
Graphics and Vision, Graz University of Technology, Austria
2 Department of Computer Science, University College London,
United Kingdom
3 g.tec - Guger Technologies OEG, Austria
4 Department of Psychology, University of Graz, , Austria
5 Ludwig-Boltzmann Institut für medizinische Informatik
und Neuroinformatik, Graz University of Technology, Austria |
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| 12.30-12.45 |
Reliving VE Day with Schemata Activation
Phil Turner1, Susan
Turner1, and Dimitrios
Tzovaras2
1 School of Computing, Napier University, UK
2 Informatics and Telematics Institiute, Thermi-Thessaloniki,
Greece |
Session 2: Body, Space and Motion
Chair: Paul
F.M.J. Verschure, Institute
of Neuroinformatics University/ETH Zürich
| 15.45-16.15 |
Is this My Hand I see before me? The Rubber Hand Illusion
in Reality, Virtual Reality and Mixed Reality
Wijnand IJsselsteijn,
Yvonne de Kort, and Antal
Haans
Human-Technology Interaction Group, Department of Technology Management,
Eindhoven University of Technology, The Netherlands |
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| 16.15-16.30 |
Influence of Auditory Cues on the Visually Induced Self-Motion
Illusion (Circular Vection) in Virtual Reality
Bernhard Riecke,
Jörg Schulte-Pelkum, Franck Caniard, & Heinrich H.Bülthoff
Max Planck Institute for Biological Cybernetics, Tübingen, Germany |
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| 16.30-17.00 |
Neural Processing of Spatial Information: What we know
about place cells and what they can tell us about presence
Jorge
Brotons1, Shane
O'Mara2 and Mavi
Sanchez-Vives1
1 Instituto de Neurociencias de Alicante, Universidad Miguel
Hernandez-CSIC, Spain
2 Institute of Neuroscience, Trinity College, Dublin, Ireland |
Session 3: Interaction with Avatars
Chair: Doron
Friedman, Department of
Computer Science, University College London, UK
| 17.30-18.00 |
The Effect of Behavioral Realism and Form Realism of Real-Time
Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition,
and Copresence in Dyadic Interaction
Jeremy N. Bailenson1, Nick
Yee1, Dan Merget2,
and Ralph Schroeder3
1 Department of Communication, Stanford University, USA
2 Department of Computer Science, Stanford University, USA
3 Oxford Internet Institute, University of Oxford, UK |
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| 18.00-18.30 |
BASIC: A Believable, Adaptable, Socially Intelligent Character
for Social Presence
Daniela Romano,
Gary Sheppard, James Hall, Adam Miller, Zhinan Ma
Department of Computer Science, University of Sheffield, UK |
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| 18.30-18.45 |
Virtual Encounters. Creating Social Presence in Net-based
Collaborations
Sabine Rüggenberg, Gary
Bente, and Nicole C. Krämer
Department of Psychology, University of Cologne, Germany |
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| 18.45-19.00 |
Non-verbal Communication for Correlational Characters
Marco
Gillies and Mel
Slater Department of Computer Science, University College London, UK |
DAY 2: Thursday 22nd September
Keynote Talk 2
Chair: Matthew
Lombard, Mass Media & Communication, Temple University, USA
| 09.00-10.00 |
Issues of Law and Ethics in the Design and Use of Virtual
Environments
Woodrow Barfield, University
of North Carolina, Chapel Hill, USA |
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Recent advances in the technologies associated with wearable
computing, virtual environments, and computer-mediated realities has led
to interesting legal, policy, and ethical issues and concerns. We are now
at the stage in technological development where we can begin to build on-line
virtual or computer-mediated communities, and where people can spend significant
amounts of time. In these worlds it is pertinent to ask, should there be
any rules, laws, policies, or ethics to govern human interactions? For
example, what will happen when the real and virtual merge and become indistinguishable,
or when cyberspace spills out into a computer-mediated reality? What will
be the role, if any, of the government in regulating and setting policy
for conduct in virtual communities or computer-mediated spaces, and what
will be the role for the Courts in interpreting and carrying out the law?
Will the traditional roles and functions performed by the government and
courts in real-world environments, by analogy be transferred to virtual
communities? Can cyberlaw reach outside someone's electric eyeglasses and
into the real world that he or she is computationally mediating? Should
virtual space be treated like real space? Should real space be treated
like virtual space? Should existing property, contract, tort, and criminal
law wash across the dissolved boundaries of computer-mediated perception?
And should one even be able to own a piece of virtual space? The above
set of questions are timely and interesting given current technological
developments in virtual and computer mediated reality displays, and law
scholars have already begun the discussion of whether interactions in virtual
space should be governed in a similar manner as real space, but the results
to date are inconclusive. However, since governmental bodies are already
prominent in creating statutes to govern on-line electronic commerce, it
may not be much of a leap to assume that such bodies may also see it within
their province to begin the active process of codifying and creating policy
for the full range of human activities occurring in virtual environments.
This talk will review basic issues of law for virtual environments and
will attempt to serve as a warning bell for the
"presence" community that now is the time for the community to
get involved in setting the policy that will guide interactions in virtual
environments. |
Session 4: Meta Presence
Chair: Cristina
Botella Arbona, Universitat Jaume I, Spain
| 10.00-10.30 |
Sharing and Analysing Presence Experiments Data
Doron
Friedman1, Andrea
Brogni1, Angus
Atley1, Christoph
Guger2 and Mel
Slater1
1 Department of Computer Science, University College London, UK
2 g.tec - Guger Technologies OEG, Austria |
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| 10.30-10.45 |
The Big Picture: Gaining Perspective by Examining Patterns
in the (Tele)Presence Literature
Matthew Lombard and
Matthew T. Jones
Mass Media & Communication, Temple University, USA |
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| 10.45-11.00 |
Are We Persuaded
by Feeling “Part of the Action”?
Exploring the Similarities between the Transportation Imagery Model and
Presence
Cheryl
Campanella Bracken
Department of Communication, Cleveland State University, USA |
Session 5: Individual and Cultural Effects
Chair: Frank
Biocca, Telecommunications, Information Studies and Media Communication
Arts and Sciences, Michigan State University, USA
| 11.30-12.00 |
Individual Differences in the Sense of Presence
Ivan Alsina Jurnet, Cristina Carvallo Beciu, and José Gutiérrez
Maldonado
Grupo de
investigación sobre aplicaciones de la realidad virtual en Psicología
clínica, University of Barcelona, Spain |
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| 12.00-12.30 |
The Impact of Personality Factors on the Experience of
Spatial Presence
Ana Sacau1, Jari Laarni2, Niklas Ravaja2,
and Tilo Hartmann3
1 University Fernando Pessoa, Portugal
2 Helsinki School of Economics, Finland
3 Department of Journalism and Communication Research, Hanover
University of Music and Drama, Germany |
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| 12.30-13.00 |
Culture Matters - A Study on Presence in an Interactive
Movie
Jun Hu and Christoph
Bartneck Department of Industrial Design, Eindhoven University of Technology,
The Netherlands |
Session 6: Talking Faces and Social Collaboration
Chair: Jonathan
Freeman, Department of Psychology (i2 media research), Goldsmiths College,
University of London
| 15.00-15.30 |
The Influence of Lip Animation on the Perception of Speech
in Virtual Environments
Johan Verwey and Edwin Blake
Department of Computer Science, University of Cape Town, South Africa |
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| 15.30-16.00 |
Providing High Social Presence for Mobile Systems via
an Unobtrusive Face Capture System
Miguel A.
Figueroa-Villanueva1, Frank
A. Biocca2, Chandan
K. Reddy1, Jannick
P. Rolland3, and George
C. Stockman1
1 Computer Science and Engineering Department, Michigan State
University East Lansing, USA
2 Department of Telecommunications, Michigan State University
East Lansing, USA
3 School of Optics University of Central Florida Orlando,
USA |
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| 16.00-16.30 |
A Study of Influential Factors on Effective Closely-Coupled
Collaboration Based on Single User Perceptions
Oliver Otto,
David J. Roberts, and Robin
Wolff
The Centre for Virtual Environments, University of Salford, UK |
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| 16.30-17.00 |
Social Presence in Two- and Three-dimensional Videoconferencing
Joerg
Hauber1, Holger
Regenbrecht2, Aimee
Hills2, Andrew
Cockburn1 and Mark
Billinghurst1
1 University of Canterbury, Christchurch, New Zealand
2 University of Otago, Dunedin, New Zealand |
Session 7: Presence Theory and Experimentation
Chair: Miriam
Reiner, Technion - Israel Institute of Technology Department of Education
in Technology and Science Haifa, 32000, Israel
| 17.30-18.00 |
Agency and Presence: A Common Dependence on Subjectivity?
Gerardo Herrera1, Rita
Jordan2 and Lucía
Vera1
1 Autism & Learning Difficulties Group, Robotics Institute,
University of Valencia, Spain
2 School of Education, University of Birmingham, United Kingdom |
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| 18.00-18.30 |
When Presence and Emotion are Related and When They are
Not
Jonathan Freeman1, Jane
Lessiter1, Katherine
Pugh1 and Ed Keogh2
1 Department of Psychology (i2 media research), Goldsmiths
College, University of London
2 Department of Psychology, University of Bath |
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| 18.30-18.45 |
Schemata, Narrative and Presence
Dan Pinchbeck and Brett
Stevens Department of Creative Technologies, University of Portsmouth, UK |
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| 18.45-19.00 |
The Role of Content Preference on Thematic Priming in
Virtual Presence
Ilda Ladeira2, David
Nunez1 and Edwin
Blake2
1 Department of Psychology, University of Cape Town, South
Africa
2 Department of Computer Science, University of Cape Town, South
Africa |
DAY 3: Friday 23rd September
Keynote Talk 3
Chair: Anthony
Steed, Department of Computer Science, University College London, UK
| 09.00-10.00 |
Presence for Sale: The Competitive Edge of Using VR
Carolina
Cruz Niera, Virtual Reality Applications Center, Iowa State University,
Ames, Iowa, USA
Virtual reality is no longer a discipline exclusive to academics and
researchers. Industry has realized the potential of this technology to
obtain a competitive edge on the race to place products in the market.
Virtual reality offers companies the ability to design, analyze, evaluate,
and deploy a new product entirely within a digital world. This digital
world provides a powerful communication tool in which designers, engineers,
marketers, and customers can experience the product in the context pertinent
to each one of them. They can carry discussions and understand each other
through the visual, auditory, and even haptic product representations.
Through VR, potential product flaws can be identified earlier, customers'
preferences can be studied, and bolder designs can be addressed. The
ability to bring humans into a digital world that "looks and feels
real" and that contains an augmented reality of the product and
its operation environment opens new and unexplored opportunities to leverage
industry competitive expertise. This talk will review the presenter's
experiences on taking VR out of the research area into the commercial
world, focusing on a range of experiments conducted to characterize the
critical elements of VR as a working environment for commercial products.
The talk will continue with a discussion on the business value of VR
and the presentation of several success stories on current commercial
uses of this technology. The talk will end with a look into the future
trends and expectations of VR in industry. |
Session 8: Interactivity and Usability - Theory and
Practice
Chair: Anna
Spagnolli, University of Padua, Italy
| 10.00-10.30 |
Towards a Model for a Virtual Reality Experience: The
Virtual Subjectiveness
Narcís Parés and
Roc Parés
Experimentation on Interactive Communication Audiovisual Institute, Universitat
Pompeu Fabra Barcelona, Spain |
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| 10.30-11.00 |
A Virtual Playground for the Study of the Role of Interactivity
in Virtual Learning Environments
Maria
Roussou and Mel
Slater
Department of Computer Science, University College London, UK |
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| 11.00-11.15 |
Analysis of Subject Behavior in a Virtual Reality User
Study
Jurgen
P. Schulze1, Andrew
S. Forsberg1, and Mel
Slater2
1 Department of Computer Science, Brown University, USA
2 Department of Computer Science, University College London,
UK |
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| 11.15-11.30 |
Exploring the Relationships Between the Usability of a
Medium and the Sense of Spatial Presence Perceived by the User
Andreas Nosper1,
Katharina-Maria Behr1, Tilo
Hartmann1 and Peter
Vorderer2
1 Department of Journalism and Communication Research, Hanover
University of Music and Drama, Germany
2 Annenberg School for Communication, University of Southern
California, Los Angeles USA |
Session 9: Multimodal Presence
Chair: Mavi
Sanchez-Vives, Instituto de Neurociencias de Alicante, Universidad Miguel
Hernandez-CSIC, Spain
| 12.00-12.30 |
Multi-Modal Stimulation, Response Time and Presence
David Hecht1, Miriam
Reiner1, and Gad
Halevy2
1 Technion - Israel Institute of Technology Department of Education
in Technology and Science Haifa, 32000, Israel
2 The University of Haifa Haifa, 31905, Israel |
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| 12.30-13.00 |
A Comparison of the Effect that the Visual and Haptic
Problems Associated with Touching a Projection Augmented Model Have on
Object-presence
Emily Bennett and Brett
Stevens
Department of Information Systems and Computer Applications, University
of Portsmouth, UK |
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| 13.00-13.15 |
Difficulties
Using Passive Haptic Augmentation in the Interaction within a Virtual
Environment.
R. Viciana-Abad, A.
Reyes-Lecuona, F.J. Cañadas-Quesada
Department of Electronic Technology, University of Málaga, Spain |
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| 13.15-13.30 |
The Value of Reaction-Time Measures in Presence Research:
Empirical Findings and Future Perspectives
Christoph
Klimmt1, Tilo
Hartmann1, Andre
Gysbers1, and Peter
Vorderer2
1 Department of Journalism & Communication Research, Hanover
University of Music and Drama, Germany
2 Annenberg School for Communication, University of Southern
California, Los Angeles, USA |
Session 10: Presence: Past, Present, and Future
(The OMNIPRES Project)
Chair: TBA
| 15.00-16.30 |
The panel will take a bird's eye view of the field, overview
the current Presence initiative, and look ahead towards new Presence research.
With views directed towards the past, present, and future of presence research,
the panel will outline key presence research accomplishments, current issues,
and suggest possible trends and recurring themes. The panelists will seek
to engage the audience in a discussion of the current state and direction
of presence research.
Presence Past
Wijnand IJsselsteijn
Human-Technology Interaction Group, Department of Technology Management,
Eindhoven University of Technology, The Netherlands
Presence Present
Jonathan Freeman
Department of Psychology (i2 media research), Goldsmiths College, University
of London
Presence Future
Frank
Biocca,
Telecommunications, Information Studies and Media Communication Arts
and Sciences, Michigan State University, USA |
Session 11: Therapy
Chair: Daniela
Romano, Department of Computer Science, University of Sheffield, UK
| 17.00-17.30 |
Play Therapy Utilizing the Sony Eye Toy
Anthony
Brooks and Eva Petersson
Aalborg University Esbjerg, Denmark |
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| 17.30-17.45 |
An Augmented Reality System for the Treatment of Acrophobia
M. C. Juan1, D. Pérez1, D. Tomás1,
B. Rey1, M. Alcañiz1, C.
Botella2 and C. Baños3
1 MedICLab, Universidad Politécnica de Valencia, Spain
2 Departamento de Psicología Básica y Psicobiología
(UJI), Spain
3 Universidad de Valencia, Spain |
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| 17.45-18.00 |
Using Virtual Reality to Provide Nutritional Support to
HIV+ Women
Sarah Brown1, David
Nunez2 and Edwin Blake1
1 Department of Computer Science, University of Cape Town, South
Africa
2 Department of Psychology, University of Cape Town, South Africa |
Session 12: Gaming and Connected Presence
Chair: Cheryl
Campanella Bracken, Cleveland State University, USA
| 18.00-18.30 |
Spatial Presence and Emotions during Video Game Playing:
Does it Matter with Whom You Play?
Niklas Ravaja1, Timo Saari1, Marko Turpeinen2 Jari
Laarni1, Mikko Salminen1, and Matias Kivikangas1
1 M.I.N.D. Lab/CKIR,
Helsinki School of Economics, Finland
2 Helsinki
Institute for Information Technology, Finland |
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| 18.30-18.45 |
Learning, Experience and Cognitive Factors in the Presence
Experiences of Gamers: An Exploratory Relational Study
David Nunez1 and
Edwin Blake2
1 Department of Psychology, University of Cape Town, South Africa
2 Department of Computer Science, University of Cape Town, South
Africa |
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| 18.45-19.00 |
Being There Together and the Future of Connected Presence
Ralph
Schroeder
Oxford Internet Institute, UK |
Conference Close
| 19.00 |
Closing Remarks |
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| 19.15 |
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Additional Short Papers
Integration of a Brain-Computer Interface into Virtual Environments
Christoph. Guger1, Gunter Edlinger1, Robert Leeb2,
Angus Antley3, Doron Friedman3 and Mel Slater3
1g.tec - Guger Technologies OEG, A-8020 Graz, Austria
2 Laboratory of Brain-Computer Interfaces, Graz University
of Technology, Austria
3 Department of Computer Science, University College London,
United Kingdom
“Being There” in
New Media Art: Evaluating the Feeling of Presence During Mediated Art
Experiences
Jeanne Figueira Grossetti and Cheryl Campanella Bracken
Cleveland State University, USA
Using Visual Augmentations to Influence Spatial Perception in Virtual Representations
of Real
Scenes
Claus B. Madsen and Lisbeth W. Lorentzen
Laboratory of Computer Vision and Media Technology, Aalborg University, Denmark
Self-Induced Footsteps Sounds in Virtual Reality: Latency, Recognition,
Quality and Presence
Rolf Nordahl
Medialogy, Aalborg University Copenhagen, Denmark
Phasic
Heart Rate Response in Virtual Environments
Gert Pfurtscheller1,2,
Robert Leeb1, Christoph Guger2 and Mel Slater3
1 Laboratory of Brain-Computer Interfaces, Graz University of
Technology, Austria
2 g.tec - Guger Technologies OEG, A-8020 Graz, Austria
3 Department of Computer Science, University College London, United
Kingdom
Social Presence as Presentation
of Self
Ruth Rettie
Kingston University, United Kingdom
Interaction with Haptic Feedback and Co-Location In Virtual Reality
David Swapp, Vijay Pawar and Céline Loscos
University College London, United Kingdom
Creating a Virtual Window Using Image Based Rendering
Jonas M. Weikop, Rasmus Stenholt, Rune E. Laursen and Erik Granum
Computer Vision and Media Technology Laboratory, Aalborg University, Denmark
Virtual Presence for the Web
Heiner Wolf
Jabber Virtual Presence Project
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