636 research outputs found

    Virtual platforms for heritage preservation in the Middle East: the case of medieval Cairo

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    Much of the effort in VH is directed towards accurate representation of historic structures, objects or artefacts. There is little attention is paid, however, to the human aspects of city life, the intangible heritage to which people can actually relate. Digital models of historic buildings and spaces only give a sense of precision. Yet, rituals, human attitude and cultural traditions remained a gap in current research and advanced technology in heritage visualization. Virtual Heritage Environments (VHE) suffer from the lack of ‘thematic interactivity’ due to the limited cultural content and engaging modules largely used in photorealistic video gaming systems. In order to approach virtual fidelity and accurate reproduction of historic environments, this paper reports on a research process to investigate and incorporate a Cultural-feed into digital platforms of Virtual Heritage. In doing so, the paper focuses on the Middle East in general and Medieval Cairo in particular. It discusses conceptual and practical framework for the development of virtual heritage platforms as a research, educational and engagement tool that brings historic spaces and buildings back to the recognition of the public eye of the ordinary user. It analyses current practices and projects of the virtual heritage technologies and reports on field work that took place in Islamic Cairo with Five Start-Up entrepreneurs

    The Etruscans in 3D: From Space to Underground

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    eomatics and Geoinformatics deal with spatial and geographic information, 3D surveying and modeling as well as information science infrastructures. Geomatics and Geoinformatics are thus involved in cartography, mapping, photogrammetry, remote sensing, laser scanning, Geographic Information Systems (GIS), Global Navigation Satellite Systems (GNSS), geo-visualisation, geospatial data analysis and Cultural Heritage documentation. In particular the Cultural Heritage field can largely benefit from different Information and Communication Technologies (ICT) tools to make digital heritage information more informative for documentation and conservation issues, archaeological analyses or virtual museums. This work presents the 3D surveying and modeling of different Etruscan heritage sites with their underground frescoed tombs dating back to VII-IV century B.C.. The recorded and processed 3D data are used, beside digital conservation, preservation, transmission to future generations and studies purposes, to create digital contents for virtual visits, museum exhibitions, better access and communication of the heritage information, etc

    A critical practice-based exploration of interactive panoramas' role in helping to preserve cultural memory

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    I am enclosing the content of two DVDs which are integral part of the practice-based thesis.The rapid development of digital communication technologies in the 20th and 21st centuries has affected the way researchers look at ways memory – especially cultural memory – can be preserved and enhanced. State-of-the-art communication technologies such as the Internet or immersive environments support participation and interaction and transform memory into ‘prosthetic’ experience, where digital technologies could enable 'implantation' of events that have not actually been experienced. While there is a wealth of research on the preservation of public memory and cultural heritage sites using digital media, more can be explored on how these media can contribute to the cultivation of cultural memory. One of the most interesting phenomena related to this issue is how panoramas, which are immersive and have a well-established tradition in preserving memories, can be enhanced by recent digital technologies and image spaces. The emergence of digital panoramic video cameras and panoramic environments has opened up new opportunities for exploring the role of interactive panoramas not only as a documentary tool for visiting sites but mainly as a more complex technique for telling non-linear interactive narratives through the application of panoramic photography and panoramic videography which, when presented in a wrap-around environment, could enhance recalling. This thesis attempts to explore a way of preserving inspirational environments and memory sites in a way that combines panoramic interactive film and traversing the panoramic environment with viewing the photo-realistic panoramic content rather than computer-generated environment. This research is based on two case studies. The case study of Charles Church in Plymouth represents the topical approach to narrative and focuses on the preservation of the memory of the Blitz in Plymouth and the ruin of Charles Church which stands as a silent reminder of this event. The case study of Charles Causley reflects topographical approach where, through traversing the town of Launceston, viewers learn about Causley’s life and places that provided inspirations for his poems. The thesis explores through practice what can be done and reflects on positive and less positive aspects of preserving cultural memory in these case studies in a critical way. Therefore, the results and recommendations from this thesis can be seen as valuable contribution to the study of intermedia and cultural memory in general

    Plataformas geoespaciales y herramientas inmersivas para la cohesión social: la narrativa 4D de la arquitectura de los camelleros afganos de Australia

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    [EN] This paper focuses on examining the scope of virtual architectural archaeology in forms of digital geospatial platforms and immersive tools such as Virtual Reality (VR) and Augmented Reality (AR)tobe used for achieving social cohesion, particularly in a multicultural and multi-ethnic society like Australia’s.In the context of the current global and national concern about Muslims and Islam,as well as for the mistrust towards and distancebetween Muslims and Non-Muslimsin Australia, it is imperative to delve deeper into the contribution of early Muslim pioneers, in this case,the Afghan Cameleers, in the social fabric of colonial Australia. Based on the premise that architecture could bea unique and revealing research frame to gain insight into human values, worldview and material culture, the main aim of thispaperisto address two key issues using virtualarchitecturalarchaeology. Firstly,to demonstrate the applicationof4D capturing and component-based modelling with metadata and paradata regarding the past of the lost architectural heritage sites in remote centraland westernAustralia, also counting on assets such as Linked Open Data(LOD) for further dissemination and use. Secondly, to propose amode todisseminatenew knowledge through digital platforms and VR/ARexperiences to the GLAM (Galleries, Libraries, Archives, and Museums)audiencesand schools regarding the Muslims in Australia.Understanding properly them and their contribution to theAustralian societywouldeventuallyminimise the cultural distance between Muslimsand Non-Muslims in Australia. Greater awarenesscould mitigate the myth of fear and mistrust regarding Muslimsand Islam, widely misunderstood for a long time.Este trabajo examina el alcance de la arqueología arquitectónica virtual en forma de plataformas geoespaciales digitales y herramientas inmersivas,como la Realidad Virtual (RV) y la Realidad Aumentada (RA) que se utilizarán como medios para la cohesión social, en particular en una sociedad multicultural y multiétnica como la australiana. En el contexto de la actual preocupación nacional y mundial por los musulmanes y el islam, así como porla desconfianza y eldistanciamientoentre musulmanes y no musulmanes en Australia, es imperativo profundizar en la contribución de los primeros pioneros musulmanes, en este caso los camellerosafganos, en el tejido social de la Australia colonial. Basado en la premisa de que la arquitectura podría ser un marco de investigación único y revelador para comprender mejor los valores humanos, la cosmovisión y la cultura material, el objetivo principal deeste artículo esabordar dos cuestiones clave utilizando la arqueología arquitectónica virtual. En primer lugar, demostrar la aplicación de la captura en 4D y la modelización basada en componentes con metadatos y paradatos sobre el pasado de los sitios del patrimonio arquitectónico perdidos en lugares remotos del centro y oeste de Australia; además, se cuenta con activos como Linked Open Data (LOD) para su posterior difusión y uso. En segundo lugar, proponer a las audiencias y escuelas del GLAM (en español Galerías, Bibliotecas, Archivos y Museos) un modo de difusión de nuevos conocimientos a través de plataformas digitales y experiencias de RV/RAsobre los musulmanes en Australia y su contribución a la sociedad australiana, lo que, en última instancia, reduciría al mínimo el distanciamientoentre los musulmanes y los no musulmanes en Australia. Una comprensión social/cultural adecuada mitigaría el mito del miedo y la desconfianza con respecto a los musulmanes y el islam, eliminando malas interpretaciones sobre su carácter y forma de vida (que les han afectado durante mucho tiempo).ARC (Australian Research Council) Linkage grant Project of Architecture of Australia’s Muslim Pioneer (2014-18), which was a joint collaboration between The University of Adelaide, International Islamic University Malaysia and South Australian Museum.Rashid, MM.; Antlej, K. (2020). Geospatial platforms and immersive tools for social cohesion: the 4D narrative of architecture of Australia’s Afghan cameleers. Virtual Archaeology Review. 11(22):74-84. https://doi.org/10.4995/var.2020.12230OJS74841122Australian Museums and Galleries Association Incorporated (2018). A Roadmap for Enhancing Indigenous Engagement in Museums and Galleries. Retrieved November 18, 2019, from https://www.mgaindigenousroadmap.com.auAustralian Bureau of Statistics (2017). Media Release: 2016 Census data reveals "no religion" is rising fast. Retrieved August 14, 2019, from https://www.abs.gov.au/AUSSTATS/[email protected]/mediareleasesbyReleaseDate/ 7E65A144540551D7CA258148000E2B85Abdel-Fattah, R. (2017). Islamophobia and Everyday Multiculturalism in Australia. Milton: Taylors and Francis. https://doi.org/10.4324/9781315179933Akhbarzadeh, S. (2016). The Muslim question In Australia: Islamophobia and Muslim alienation. Journal of Muslim Minority Affair, 36(3), 323-333. https://doi.org/10.1080/13602004.2016.1212493Banfi, F., Brumana, R., & Stanga, C. (2019). Extended reality and informative models for the architectural heritage: from scan-to-BIM process to virtual and augmented reality. Virtual Archaeology Review, 10(21), 14-30. https://doi.org/10.4995/var.2019.11923Bree, P. van, & Kessels, G. (2013). Nodegoat: a web-based data management, network analysis & visualisation environment. Retrieved August 14, 2019, from http://nodegoat.netBrumana, R., Oreni, D., Caspani, S., & Previtali, M. (2018). Virtual museums and built environment: narratives and immersive experience via multi-temporal geodata hub. Virtual Archaeology Review, 9(19), 34-49. https://doi.org/10.4995/var.2018.9918Carnevali, L., Lanfranchi, F., & Russo, M. (2019). Built information modeling for the 3D reconstruction of modern railway stations. Heritage, 2(3), 2298-2310. https://doi.org/10.3390/heritage2030141Charbonneau, N., Spiric, N., Blais, V., Robichaud, L., & Burgess, J. (2018). 4D modelling of built heritage: A system offering an alternative to using BIM. Digital Studies/Le champ numérique, 8(1), 8. https://doi.org/10.16995/dscn.283Cuperschmid, A. R. M., Fabricio, M. M., & Franco, J. C. (2019). HBIM development of a Brazilian modern architecture icon: Glass House by Lina Bo Bardi. Heritage, 2(3), 1927-1940. https://doi.org/10.3390/heritage2030117Domínguez-Martín, E. (2015). Immersive journalism or how virtual reality and video games are influencing the interface and the interactivity of news storytelling. Profesional de la Información, 24(4), 413-423. https://doi.org/10.3145/epi.2015.jul.08Doulamis, A., Doulamis, N., Protopapadakis, E., Voulodimos, A., & Ioannides, M. (2018). 4D modelling in cultural heritage. In M. Ioannides, J. Martins, R. Žarnić, & V. Lim (Eds.), Advances in Digital Cultural Heritage. Lecture Notes in Computer Science, Vol 10754 (pp. 174-196). Cham, Switzerland: Springer. https://doi.org/10.1007/978-3-319-75789-6_13Frischer, B., Abernathy, D., Guidi, G., Myers, J., Thibodeau, C., Salvemini, A., Hofstee, P., & Minor, B. (2008). Rome reborn. In ACM SIGGRAPH 2008 new tech demos (34). https://doi.org/10.1145/1401615.1401649 Ganter, R. (2008). Muslim Australians: The deep histories of contact. Journal of Australian Studies, 32(4), 481-492. https://doi.org/10.1080/14443050802471384Giang, H. N. K. (2015). Medieval craftsmen at Castle Waldenfels. Historical construction work as serious game. In P. Ferschin & M. Di Angelo (Eds.), 2015 Digital Heritage (pp. 243-250). https://doi.org/10.1109/DigitalHeritage.2015.7419504IADV, DIA, Deakin IKE and SCCA (2018). Australian Indigenous Design Charter. Retrieved November 18, 2019, from http://indigenousdesigncharter.com.au/Jones, P. & Kenny, A. (2010). Australia's Muslim Cameleers. Adelaide, Australia: Wakefield Press.Juckette, C. F. (2019). Using virtual reality and remotely sensed data to explore object identity and embodiment in a Virtual Mayan city (Master's Thesis, University of Nebraska).Kabir, N. (2006). Representation of Islam and Muslims in the Australian media, 2001-2005. Journal of Muslim Minority Affairs 26(3), 313-328. https://doi.org/10.1080/13602000601141281Kabir, N. (2007). Muslims in Australia: The double edge of terrorism. Journal of Ethnic and Migration Studies 33(8), 1277-97. https://doi.org/10.1080/13691830701614072Kargas, A., Loumos, G., & Varoutas, D. (2019). Using different ways of 3D reconstruction of historical cities for gaming purposes: The case study of Nafplio. Heritage, 2(3), 1799-1811. https://doi.org/10.3390/heritage2030110Kyriakaki, G., Doulamis, A., Doulamis, N., Ioannides, M., Makantasis, K., Protopapadakis, E., Hadjiprocopisb, A., Wenzelc, K., Fritschc, D., Klein, M., & Weinlingerd, G. (2014). 4D reconstruction of tangible cultural heritage objects from web-retrieved images. International Journal of Heritage in the Digital Era, 3(2), 431-451. https://doi.org/10.1260/2047-4970.3.2.431Lercari, N. (2018). Virtually rebuilding Çatalhöyük history houses. In I. A. N. Hodder (Ed.), Religion, History, and Place in the Origin of Settled Life (pp. 263-282). Louisville, Colorado: University Press of Colorado. Retrieved from https://www.jstor.org/stable/j.ctv3c0thfLercari, N., Shiferaw, E., Forte, M., & Kopper, R. (2018). Immersive visualization and curation of archaeological heritage data: Çatalhöyük and the Dig@IT App. Journal of Archaeological Method and Theory, 25(2), 368-392. https://doi.org/10.1007/s10816-017-9340-4Lukas, D., Engel, C., & Mazzucato, C. (2018). Towards a living archive: Making multi layered research data and knowledge generation transparent. Journal of Field Archaeology, 43(1), 19-30. https://doi.org/10.1080/00934690.2018.1516110Maiwald, F., Bruschke, J., Lehmann, C., & Niebling, F. (2019). A 4D information system for the exploration of multitemporal images and maps using photogrammetry, web technologies and VR/AR. Virtual Archaeology Review, 10(21), 1-13. https://doi.org/10.4995/var.2019.11867Markus, A. (2018). Mapping Social Cohesion, The Scanlon Foundation Survey 2018. Melbourne, Australia: Monash University. Retrieved August 14, 2019, from https://www.monash.edu/__data/assets/pdf_file/0009/1585269/mapping-social-cohesion-national-report-2018.pdfMarchant, G. (2019). Virtual reality brings 'invisible history' of the outback Muslims who helped build Australia to life. ABC North and West SA. Retrieved August 14, 2019, from https://www.abc.net.au/news/2019-01-19/vr-exposes-how-outback-muslims-built-australia/10709714Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318-325. https://doi.org/10.1016/j.culher.2013.04.004Napolitano, R., Jennings, C., Feist, S., Rettew, A., Sommers, G., Smagh, H., Hicks, B., & Glisic, B. (2019). Tool development for digital reconstruction: A framework for a database of historic Roman construction materials. Journal of Cultural Heritage, 40, 113-123. https://doi.org/10.1016/j.culher.2019.05.007Nieto, E., Moyano, J. J., & García, Á. (2019). Construction study of the Palace of the Children of Don Gome (Andújar, Jaén), managed through the HBIM project. Virtual Archaeology Review, 2019, 10(20), 84-97. https://doi.org/10.4995/var.2019.10567Pletinckx, D., Callebaut, D., Killebrew, A. E., & Silberman, N. A. (2000). Virtual-reality heritage presentation at Ename. IEEE MultiMedia, 7(2), 45-48. https://doi.org/10.1109/93.848427Pletinckx, D., De Jaegher, L., Helsen, T., Langen, I., Silberman, N. A., Van der Donckt, M.-C., & Stobbe, J. (2004). Telling the local story: An interactive cultural presentation system for community and regional settings. In Y. Chrysanthou, K. Cain, N. Silberman, & F. Niccolucci (Eds.), VAST 2004: The 5th International Symposium on Virtual Reality, Archaeology and Cultural Heritage (pp. 233-239). https://doi.org/10.2312/VAST/VAST04/233-239Rashid, M. (2013). Transforming constraints into opportunities: A case study of the virtual reconstruction of Sompur Mahavihara at Paharpur, Bengal. In A. Sapian (Ed.), Research Methodology in Built Environment. Kuala Lumpur: IIUM Press.Rashid, M. & Bartsch, K. (2012). Hybrid histories: A framework to rethink 'Islamic' architecture. In S. King & S. Loo (Eds.), Proceedings of Fabulation: Myth, Nature, Heritage, 29th Annual Conference of the Society of Architectural Historians, Australia and New Zealand (SAHANZ). Launceston, Tasmania, Australia.Rashid, M. & Rahaman, H. (2011). Revisiting the past through virtual reconstruction: The case study of the Grand Monuments at Paharpur, Bengal. In Pallatium: Virtual Palaces Workshop I. Catholic University of Leuven, Belgium,18-19 November, 2011.Richards-Rissetto, H. (2017). An iterative 3D GIS analysis of the role of visibility in ancient Maya landscapes: A case study from Copan, Honduras. Digital Scholarship in the Humanities, 32(2), 195-212. https://doi.org/10.1093/llc/fqx014Richards-Rissetto, H., & von Schwerin, J. (2017). A catch 22 of 3D data sustainability: Lessons in 3D archaeological data management & accessibility. Digital Applications in Archaeology and Cultural Heritage, 6, 38-48. https://doi.org/10.1016/j.daach.2017.04.005Rizvic, S., Sadzak, A., Hulusic, V., & Karahasanovic, A. (2013). Interactive digital storytelling in the Sarajevo survival tools virtual environment. In Proceedings of the 28th spring conference on computer graphics (pp. 109-116). New York, New York: ACM. https://doi.org/10.1145/2448531.2448545Rodríguez-Gonzálvez, P., Muñoz-Nieto, A. L., del Pozo, S., Sanchez-Aparicio, L. J., Gonzalez-Aguilera, D., Micoli, L., Gonizzi Barsanti, S., Guidi, G., Mills, J., & Fieber, K. (2017). 4D reconstruction and visualization of cultural heritage: Analyzing our legacy through time. International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-2/W3, 609-616. https://doi.org/10.5194/isprs-archives-XLII-2-W3-609-2017Şahbaz, E., & Özköse, A. (2018). Experiencing historical buildings through digital computer games. International Journal of Architectural Computing, 16(1), 22-33. https://doi.org/10.1177/1478077117749960Scriver, P. (2004). Mosques, ghantowns and cameleers in the settlement history of colonial Australia. Fabrications, 13(2), 19-41. https://doi.org/10.1080/10331867.2004.10525182https://doi.org/10.1080/10331867.2004.10525182Scriver, P., Bartsch, K., & Rashid, M. (2016). The space of citizenship: drifting and dwelling in 'Imperial' Australia. Fabrications, 26(2), 133-57. https://doi.org/10.1080/10331867.2016.1183762Stevens, C. (2002). Tin Mosques and Ghantowns: A History of Afghan Cameldrivers in Australia. Melbourne, Australia: Oxford University Press. Originally published in 1989

    Design and implementation of an augmented reality application for rock art visualization in Cova dels Cavalls (Spain)

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    [EN] Prehistoric rock art paintings, specifically rock-shelters exposed to environmental and anthropogenic factors, are usually faint and severely damaged, being them difficult to identify and understand by visitors. Augmented Reality (AR) supplements reality with virtual information superimposed onto the real world. This sensor-based technology in smartphones/tablets can improve the paintings experience displaying the 2D digital tracings overlapped onto the real scene (rock with faint paintings). This paper presents an AR application (app) developed in Cova dels Cavalls that shows a recreation of a possible original composition full of motifs with descriptive information to improve current guided tour user experiences. This case study aims to evaluate the rock art AR app targeting non-expert visitors as a means of improving rock art knowledge and sensibility of a fragile archaeological UNESCO Work Heritage site. To achieve this, a variety of participants with different backgrounds and interests tested the AR app on site and answered a complete questionnaire about the use of AR mobile apps. Overall, the results showed great acceptance of this AR app, mainly because in addition to adding new information interactively, it helps to identify the rock art motifs, as well as to recognise them quickly, improving their understanding.The authors gratefully acknowledge the support from the Spanish Ministerio de Economia y Competitividad to the project HAR201459873-R. The authors acknowledge the authorisation of the Conselleria d'Educacio, Investigacio, Cultura i Esports the chance to carry out research at this exceptional archaeological site.Blanco-Pons, S.; Carrión-Ruiz, B.; Lerma, JL.; Villaverde, V. (2019). Design and implementation of an augmented reality application for rock art visualization in Cova dels Cavalls (Spain). Journal of Cultural Heritage. 39:177-185. https://doi.org/10.1016/j.culher.2019.03.014S1771853

    Digital sculpting for historical representation: Neville tomb case study

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    Despite digital 3D polygon modelling applications providing a common and powerful tool-set for archaeological, architectural and historical visualisation over recent years, digital deformation sculpting tools are little used at present within the area of historical visualisation. More commonly applied within the video games and TV/motion picture industries, the intention of this research is to combine such tools and methodologies with existing scanned data and historical knowledge to remediate and re-imagine lost sculptural form. The aim would be to support both academic and public understanding of such missing artefacts. In addition, the research may promote alternative methods of prototyping within traditional stone carving industries and further provide an opportunity to critically evaluate approaches to deliberately mediated sculptural surrogates and their location within historical representation. The intended research will focus on an examination and partial re-construction of the Neville tomb at Durham Cathedral. An example of cultural vandalism, the tomb has been damaged at key moments throughout several hundred years of social and religious upheaval. It will provide the researcher with an opportunity to re-create and interpret some of the lost sculptural forms carved upon it. In addition, it affords the opportunity to further explore the use of polychrome on medieval stone carving

    Experimental archeology and serious games: challenges of inhabiting virtual heritage

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    Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. However, experimental archaeology has, hitherto, confined itself to rigid, empirical and quantitative questions. This paper applies principles of experimental archaeology and serious gaming tools in the reconstructions of a British Iron Age Roundhouse. The paper explains a number of experiments conducted to look for quantitative differences in movement in virtual vs material environments using both “virtual” studio reconstruction as well as material reconstruction. The data from these experiments was then analysed to look for differences in movement which could be attributed to artefacts and/or environments. The paper explains the structure of the experiments, how the data was generated, what theories may make sense of the data, what conclusions have been drawn and how serious gaming tools can support the creation of new experimental heritage environments

    Design and creation of a virtual world of Petra, Jordan

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    Includes bibliographical references.This thesis presents the design and creation of a 3D virtual world of Petra, Jordan, based on the digital spatial documentation of this UNESCO World Heritage Site by the Zamani project. Creating digital records of the spatial domain of heritage sites is a well-established practice that employs the technologies of laser scanning, GPS and traditional surveys, aerial and close range photogrammetry, and 360-degree panorama photography to capture spatial data of a site. Processing this data to produce textured 3D models, sections elevations, GISs, and panorama tours to has led to the establishment of the field of virtual heritage. Applications to view this spatial data are considered too specialised to be used by the general public with only trained heritage practitioners being able to use the data. Additionally, data viewing platforms have not been designed to allow for the viewing of combinations of 3D data in an intuitive and engaging manner as currently each spatial data type must be viewed by independent software. Therefore a fully integrated software platform is needed which would allow any interested person, without prior training, easy access to a combination of spatial data, from anywhere in the world. This study seeks to provide a solution to the above requirement by using a game engine to assimilate spatial data of heritage sites in a 3D virtual environment where a virtual visitor is able to interactively engage with combinations of spatial data. The study first begins with an analysis of what virtual heritage applications, in the form of virtual environments, have been created, and the elements that were used in their creation. These elements are then applied to the design and creation of the virtual world of Petra
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