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Publications (10 of 87) Show all publications
Synnes, K., Artopoulos, G., Smaniotto Costa, C., Menezes, M. & Redaelli, G. (2019). CyberParks Songs and Stories - Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories: Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories. In: Carlos Smaniotto Costa (Ed.), CyberParks - The Interface Between People, Places and Technology: New Approaches and Perspectives (pp. 224-237). Springer
Open this publication in new window or tab >>CyberParks Songs and Stories - Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories: Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories
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2019 (English)In: CyberParks - The Interface Between People, Places and Technology: New Approaches and Perspectives / [ed] Carlos Smaniotto Costa, Springer, 2019, p. 224-237Chapter in book (Refereed)
Abstract [en]

This chapter offers theoretical considerations and reflections on technological solutions that contribute to digitally supported documentation, access and reuse of localised heritage content in public spaces. It addresses immaterial cultural heritage, including informal stories that could emerge and be communicated by drawing hyperlinks between digitised assets, such as songs, images, drawings, texts and more, and not yet documented metadata, as well as augmenting interaction opportunities with interactive elements that relate to multiple media stored in databases and archives across Europe. The aim is to enable cultural heritage to be experienced in novel ways, supported by the proliferation of smartphones and ubiquitous Internet access together with new technical means for user profiling, personalisation, localisation, contextawareness and gamification. The chapter considers cyberparks as digitally enhanced public spaces for accessing and analyzing European cultural heritage and for enriching the interpretation of the past, along with theoretical ramifications and technological limitations. It identifies the capacities of a proposed digital environment together with design guidelines for interaction with cultural heritage assets in public spaces. The chapter concludes with describing a taxonomy of digital content that can be used in order to enhance association and occupation conditions of public spaces, and with discussing technological challenges associated with enriching public spaces with localized cultural heritage material.

Place, publisher, year, edition, pages
Springer, 2019
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 11380
Keywords
Geotagged cultural expressions, Digital cultural heritage, Historic urban fabric, Immaterial heritage, Contextual cultures, Participatory design
National Category
Other Computer and Information Science Media and Communication Technology
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-73116 (URN)10.1007/978-3-030-13417-4_18 (DOI)2-s2.0-85063014839 (Scopus ID)978-3-030-13416-7 (ISBN)
Projects
CyberParks
Funder
EU, Horizon 2020
Available from: 2019-03-05 Created: 2019-03-05 Last updated: 2019-07-22Bibliographically approved
de Lange, M., Synnes, K. & Leindecker, G. (2019). Smart Citizens in the Hackable City: On the Datafication, Playfulness, and Making of Urban Public Spaces Through Digital Art. In: Carlos Smaniotta Costa (Ed.), CyberParks – The Interface Between People, Places and Technology: New Approaches and Perspectives (pp. 157-166). Springer
Open this publication in new window or tab >>Smart Citizens in the Hackable City: On the Datafication, Playfulness, and Making of Urban Public Spaces Through Digital Art
2019 (English)In: CyberParks – The Interface Between People, Places and Technology: New Approaches and Perspectives / [ed] Carlos Smaniotta Costa, Springer, 2019, p. 157-166Chapter in book (Refereed)
Abstract [en]

This contribution explores concepts, approaches and technologies used to make urban public spaces more playful and artful. Through a variety of compelling narratives involving play and art it assists in the design of new cyberparks, public spaces where digitally mediated interactions are an inherent part. How can play and interactive art be used to strengthen urban public spaces by fostering citizen engagement and participation? We propose to not only utilise interactive media for designing urban (public) spaces, but also for social innovation for the benefit of citizens. in cyberparks. The contribution connects urbanity, play and games, as well as concepts of active and passive interactive digital art as part of trends towards pervasive urban interaction, gameful design and artification. We position this as an important part of developing human-centred smart cities where social capital is central, and where citizens engaging in play and art are prerequisites for sustainable communities. Using art, play and games to foster citizen engagement and collaboration is a means to develop social technologies and support the development of collective intelligence in cyberparks. This is studied in concrete cases, such as the Ice Castle in Luleå, Sweden and the Ars Electronica in Linz, from a multi-disciplinary stance involving interaction design, digital art, landscape design, architecture, and health proficiencies. We will analyse two cases of gameful design and one case of digital interactive art being used to address urban issues. Rezone the game is an interactive multimedia game developed to tackle vacancy in the city of Den Bosch in the Netherlands. The Neighbourhood is a board game developed to involve various stakeholders in making their neighbourhood using water as a collective resource.

Place, publisher, year, edition, pages
Springer, 2019
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 11380
Keywords
Playful city, Games Interactive art, Civic participation, Smart city
National Category
Other Computer and Information Science
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-73117 (URN)10.1007/978-3-030-13417-4_13 (DOI)978-3-030-13416-7 (ISBN)
Projects
CyberParks
Funder
EU, Horizon 2020
Available from: 2019-03-05 Created: 2019-03-05 Last updated: 2019-07-24
Cruciani, F., Cleland, I., Nugent, C., McCullagh, P., Synnes, K. & Hallberg, J. (2018). Automatic annotation for human activity recognition in free living using a smartphone. Sensors, 18(7), Article ID 2203.
Open this publication in new window or tab >>Automatic annotation for human activity recognition in free living using a smartphone
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2018 (English)In: Sensors, ISSN 1424-8220, E-ISSN 1424-8220, Vol. 18, no 7, article id 2203Article in journal (Refereed) Published
Abstract [en]

Data annotation is a time-consuming process posing major limitations to the development of Human Activity Recognition (HAR) systems. The availability of a large amount of labeled data is required for supervised Machine Learning (ML) approaches, especially in the case of online and personalized approaches requiring user specific datasets to be labeled. The availability of such datasets has the potential to help address common problems of smartphone-based HAR, such as inter-person variability. In this work, we present (i) an automatic labeling method facilitating the collection of labeled datasets in free-living conditions using the smartphone, and (ii) we investigate the robustness of common supervised classification approaches under instances of noisy data. We evaluated the results with a dataset consisting of 38 days of manually labeled data collected in free living. The comparison between the manually and the automatically labeled ground truth demonstrated that it was possible to obtain labels automatically with an 80–85% average precision rate. Results obtained also show how a supervised approach trained using automatically generated labels achieved an 84% f-score (using Neural Networks and Random Forests); however, results also demonstrated how the presence of label noise could lower the f-score up to 64–74% depending on the classification approach (Nearest Centroid and Multi-Class Support Vector Machine).

Place, publisher, year, edition, pages
MDPI, 2018
National Category
Media and Communication Technology
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-70137 (URN)10.3390/s18072203 (DOI)29987218 (PubMedID)2-s2.0-85050029995 (Scopus ID)
Note

Validerad;2018;Nivå 2;2018-07-19 (inah)

Available from: 2018-07-19 Created: 2018-07-19 Last updated: 2018-08-08Bibliographically approved
Synnes, K., Lilja, M., Nyman, A., Espinilla, M., Cleland, I., Sanchez Comas, A. G., . . . Nugent, C. (2018). H2Al - The Human Health and Activity Laboratory. In: MDPI (Ed.), 12th International Conference on Ubiquitous Computing and Ambient ‪Intelligence (UCAmI 2018), Punta Cana, Dominican Republic, 4-7 December, 2018.: . Paper presented at International Conference on Ubiquitous Computing and Ambient ‪Intelligence. MDPI, 2, Article ID 1241.
Open this publication in new window or tab >>H2Al - The Human Health and Activity Laboratory
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2018 (English)In: 12th International Conference on Ubiquitous Computing and Ambient ‪Intelligence (UCAmI 2018), Punta Cana, Dominican Republic, 4-7 December, 2018. / [ed] MDPI, MDPI, 2018, Vol. 2, article id 1241Conference paper, Published paper (Refereed)
Abstract [en]

The Human Health and Activity Laboratory (H2Al) is a new research facility at Luleå University of Technology implemented during 2018 as a smart home environment in an educational training apartment for nurses and therapists at the Luleå campus. This paper presents the design and implementation of the lab together with a discussion on potential impact. The aim is to identify and overcome economical, technical and social barriers to achieve an envisioned good and equal health and welfare within and from home environments. The lab is equipped with multiple sensor and actuator systems in the environment, worn by persons and based on digital information. The systems will allow for advanced capture, filtering, analysis and visualization of research data such as A/V, EEG, ECG, EMG, GSR, respiration and location while being able to detect falls, sleep apnea and other critical health and wellbeing issues. The resulting studies will be aimed towards supporting and equipping future home environments and care facilities, spanning from temporary care to primary care at hospitals, with technologies for activity and critical health and wellness issue detection. The work will be conducted at an International level and within a European context, based on a collaboration with other smart labs, such that experiments can be replicated at multiple sites. This paper presents some initial lessons learnt including design, setup and configuration for comparison of sensor placements and configurations as well as analytical methods.

Place, publisher, year, edition, pages
MDPI, 2018
National Category
Computer and Information Sciences
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-72988 (URN)10.3390/proceedings2191241 (DOI)
Conference
International Conference on Ubiquitous Computing and Ambient ‪Intelligence
Projects
REMIND
Funder
The Kempe Foundations
Available from: 2019-02-21 Created: 2019-02-21 Last updated: 2019-02-21
Cruciani, F., Cleland, I., Nugent, C., McCullagh, P., Synnes, K. & Hallberg, J. (2018). Personalized Online Training for Physical Activity monitoring using weak labels. In: 2018 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops): . Paper presented at 2nd International Workshop on Annotation of useR Data for UbiquitOUs Systems (ARDUOUS 2018), Athens, Greece, March 19-23, 2018 (pp. 567-572). IEEE
Open this publication in new window or tab >>Personalized Online Training for Physical Activity monitoring using weak labels
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2018 (English)In: 2018 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops), IEEE, 2018, p. 567-572Conference paper, Published paper (Refereed)
Abstract [en]

The use of smartphones for activity recognition is becoming common practice. Most approaches use a single pretrained classifier to recognize activities for all users. Research studies, however, have highlighted how a personalized trained classifier could provide better accuracy. Data labeling for ground truth generation, however, is a time-consuming process. The challenge is further exacerbated when opting for a personalized approach that requires user specific datasets to be labeled, making conventional supervised approaches unfeasible. In this work, we present early results on the investigation into a weakly supervised approach for online personalized activity recognition. This paper describes: (i) a heuristic to generate weak labels used for personalized training, (ii) a comparison of accuracy obtained using a weakly supervised classifier against a conventional ground truth trained classifier. Preliminary results show an overall accuracy of 87% of a fully supervised approach against a 74% with the proposed weakly supervised approach.

Place, publisher, year, edition, pages
IEEE, 2018
Keywords
data annotation, weakly supervised learning, smartphone activity recognition
National Category
Computer and Information Sciences Media and Communication Technology
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-68146 (URN)10.1109/PERCOMW.2018.8480292 (DOI)2-s2.0-85050025511 (Scopus ID)978-1-5386-3227-7 (ISBN)
Conference
2nd International Workshop on Annotation of useR Data for UbiquitOUs Systems (ARDUOUS 2018), Athens, Greece, March 19-23, 2018
Available from: 2018-04-03 Created: 2018-04-03 Last updated: 2019-01-18Bibliographically approved
Bai, E. & Synnes, K. (2018). Supporting Collaborative Care of Elderly through a Reward System based on Distributed Ledger Technologies. International Journal On Advances in Life Sciences, 10(1-2), 90-102
Open this publication in new window or tab >>Supporting Collaborative Care of Elderly through a Reward System based on Distributed Ledger Technologies
2018 (English)In: International Journal On Advances in Life Sciences, ISSN 1942-2660, E-ISSN 1942-2660, Vol. 10, no 1-2, p. 90-102Article in journal (Refereed) Published
Abstract [en]

This paper discusses supporting collaborative care of elderly through a reward system based on distributed ledger technologies. The design and implementation of such a reward system that connect elderly and volunteers by mutual agreements involve technologies such as smart contracts and blockchains. The work is motivated by the demographic change, where an aging population consequently increases the need for care. This causes a great tension in our society, as care resources become increasingly constrained, both regarding costs and availability of care staff. Much of the daily care of the elderly is today done by family members (spouses, children) and friends, often on a voluntarily basis, which adds to the tension. The core idea of this work is to help broaden the involvement of people in caring for our elderly, enabled by a system for collaborative care. The proposed system benefits from recent advances in distributed ledger technologies, which similarly to digital currencies, are build on the ability for mutual agreements between people who do not know each other. The system also benefits from recent gamification techniques to motivate people to collaborate on a larger scale through performing simple daily tasks. The proposed system benefits from inherent distributed ledger technologies advantages, such as a high level of decentralization, thus a high availability, and strong data consistency. These advantages make it interesting to develop the possible links between blockchains and the outside world to allow for a higher level of automation and distribution of services such as collaborative care. New models for distributed ledger technologies, such as Iota tangles or the Swirld platform, may however scale and perform better than blockchains. These should thus be considered for a full implementation and test of the system. In summary, this paper presents a novel framework and prototype implementation of a reward system supporting collaborative care of elderly, that is based on distributed ledger technologies.

Place, publisher, year, edition, pages
International Academy, Research and Industry Association (IARIA), 2018
Keywords
Blockchain; Collaborative Care; Gamification
National Category
Engineering and Technology Media and Communication Technology
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-70600 (URN)
Projects
Concedo
Funder
VINNOVA, 2016-04562
Available from: 2018-08-27 Created: 2018-08-27 Last updated: 2018-08-27Bibliographically approved
Bai, E. & Synnes, K. (2017). A Reward System for Collaborative Care of Elderly based on Distributed Ledger Technologies. In: Proceedings of the Eleventh International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies: UBICOMM 2017. Paper presented at 11th International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies, UBICOMM 2017, Barcelona, Spain, November 12 - 16, 2017.
Open this publication in new window or tab >>A Reward System for Collaborative Care of Elderly based on Distributed Ledger Technologies
2017 (English)In: Proceedings of the Eleventh International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies: UBICOMM 2017, 2017Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents the design and implementation of a reward system for collaborative care of elderly based on distributed ledger technologies. The work is motivated by the demographic change, where an aging population consequently increases the need for care. This causes a great tension in our society, as care resources become increasingly constrained, both regarding costs and availability of care staff. Much of the daily care of the elderly is today done by family members (spouses, children) and friends, often on a voluntarily basis, which adds to the tension. The core idea of this work is to help broaden the involvement of people in caring for our elderly, enabled by a system for collaborative care. The proposed system benefits from recent advances in distributed ledger technologies, which similarly to digital currencies, are build on the ability for mutual agreements between people who do not know each other. The system also benefits from recent gamification techniques to motivate people to collaborate on a larger scale through performing simple daily tasks. The system builds on rewards automatically given when these smart contracts are fulfilled, a gamification technique that is believed to maintain motivation of the volunteers. In this paper, we thus describe a reward system designed to connect elderly and volunteers by mutual agreements implemented as smart contracts. 

Keywords
Blockchain; Collaborative Care; Gamification
National Category
Other Computer and Information Science Media and Communication Technology
Research subject
Pervasive Mobile Computing
Identifiers
urn:nbn:se:ltu:diva-66509 (URN)978-1-61208-598-2 (ISBN)
Conference
11th International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies, UBICOMM 2017, Barcelona, Spain, November 12 - 16, 2017
Projects
Vinnova Concedo
Funder
Vinnova, 2016-04562
Available from: 2017-11-08 Created: 2017-11-08 Last updated: 2019-04-03
Visuri, A., Ferreira, D., Pirttikangas, S., Kotakos, V., Synnes, K., Lindqvist, J. K. .. & Nishiyama, Y. (2017). UbiMI'17: Ubiquitous mobile instrumentation. In: UbiComp/ISWC 2017: Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers11 September 2017. Paper presented at 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and ACM International Symposium on Wearable Computers, UbiComp/ISWC 2017, Maui, United States, 11-15 September 2017 (pp. 448-451). New York: Association for Computing Machinery (ACM)
Open this publication in new window or tab >>UbiMI'17: Ubiquitous mobile instrumentation
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2017 (English)In: UbiComp/ISWC 2017: Adjunct Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers11 September 2017, New York: Association for Computing Machinery (ACM), 2017, p. 448-451Conference paper, Published paper (Refereed)
Abstract [en]

Mobile devices (smartphones, smartwatches, etc.) allow us to reach people anywhere, anytime. Collectively, these devices form a ubiquitous computer that offers valuable insights on the user. In addition to the benefits for researchers and developers, explored in previous UbiMI workshops, devices can also help individuals understand their own health, activities, and behaviour. The Ubiquitous Mobile Instrumentation (UbiMI) workshop focuses on using mobile devices as instruments to collect sensing data, to understand human-behaviour and routines, and to gather users' context using sensor instrumentation

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2017
National Category
Media and Communication Technology
Research subject
Mobile and Pervasive Computing
Identifiers
urn:nbn:se:ltu:diva-66180 (URN)10.1145/3123024.3124454 (DOI)000426932500102 ()2-s2.0-85030838733 (Scopus ID)9781450351904 (ISBN)
Conference
2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and ACM International Symposium on Wearable Computers, UbiComp/ISWC 2017, Maui, United States, 11-15 September 2017
Available from: 2017-10-18 Created: 2017-10-18 Last updated: 2018-04-04Bibliographically approved
Synnes, K., Kranz, M., Rana, J. & Schelén, O. (2017). User-Centric Social Interaction for Digital Cities. In: Bin Guo; Daniele Riboni; Peizhao Hu (Ed.), The internet of things: breakthroughs in research and practice (pp. 41-70). Paper presented at . IGI Global
Open this publication in new window or tab >>User-Centric Social Interaction for Digital Cities
2017 (English)In: The internet of things: breakthroughs in research and practice, IGI Global, 2017, p. 41-70Chapter in book (Refereed)
Abstract [en]

Pervasive Computing was envisioned by pioneers like Mark Weiser, but has yet to become an everyday technology in our society. The recent advances regarding Internet of Things, social computing and mobile access technologies however converge to make pervasive computing truly ubiquitous. The key challenge is however to make simple and robust solutions for normal users, which shifts the focus from complex platforms involving machine learning and artificial intelligence to more hands on construction of services that are tailored or personalized for individual users.This chapter therefore discusses Internet of Things together with Social Computing as a basis for components that users in a ’digital city’ could utilize to make their daily life better, safer, etc. A novel environment for user-created services, such as social apps, is presented as a possible solution for this. The vision is that anyone could make simple service based on Internet-enabled devices (Internet of Things) and encapsulated digital resources such as Open Data, which also can have social aspects embedded.This chapter also aims to identify trends, challenges and recommendations in regard of Social Interaction for Digital Cities. This work will help expose future themes with high innovation and business potential based on a timeframe roughly 15 years ahead of now. The purpose is to create a common outlook on the future of information and communication technologies (ICT) based on the extrapolation of current trends and ongoing research efforts.

Place, publisher, year, edition, pages
IGI Global, 2017
National Category
Media and Communication Technology Computer Sciences
Research subject
Pervasive Mobile Computing; Dependable Communication and Computation Systems
Identifiers
urn:nbn:se:ltu:diva-64828 (URN)10.4018/978-1-5225-1832-7.ch003 (DOI)2-s2.0-85021277900 (Scopus ID)9781522518334 (ISBN)
Available from: 2017-07-07 Created: 2017-07-07 Last updated: 2018-05-09Bibliographically approved
Nugent, C., Synnott, J., Celeste, G., Zhang, S., Espinella, M., Calzada, A., . . . Ortiz Barrios, M. A. (2016). Improving the Quality of User Generated Data Sets for Activity Recognition. In: Carmelo R. García, Pino Caballero-Gil, Mike Burmester, Alexis Quesada-Arencibia (Ed.), Ubiquitous Computing and Ambient Intelligence: 10th International Conference, UCAmI 2016, San Bartolomé de Tirajana, Gran Canaria, Spain, November 29 – December 2, 2016, Part II. Paper presented at 10th International Conference, UCAmI 2016, San Bartolomé de Tirajana, Gran Canaria, Spain, November 29 – December 2, 2016 (pp. 104-110). Springer, 2
Open this publication in new window or tab >>Improving the Quality of User Generated Data Sets for Activity Recognition
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2016 (English)In: Ubiquitous Computing and Ambient Intelligence: 10th International Conference, UCAmI 2016, San Bartolomé de Tirajana, Gran Canaria, Spain, November 29 – December 2, 2016, Part II / [ed] Carmelo R. García, Pino Caballero-Gil, Mike Burmester, Alexis Quesada-Arencibia, Springer, 2016, Vol. 2, p. 104-110Conference paper, Published paper (Refereed)
Abstract [en]

It is fully appreciated that progress in the development of data driven approaches to activity recognition are being hampered due to the lack of large scale, high quality, annotated data sets. In an effort to address this the Open Data Initiative (ODI) was conceived as a potential solution for the creation of shared resources for the collection and sharing of open data sets. As part of this process, an analysis was undertaken of datasets collected using a smart environment simulation tool. A noticeable difference was found in the first 1–2 cycles of users generating data. Further analysis demonstrated the effects that this had on the development of activity recognition models with a decrease of performance for both support vector machine and decision tree based classifiers. The outcome of the study has led to the production of a strategy to ensure an initial training phase is considered prior to full scale collection of the data.

Place, publisher, year, edition, pages
Springer, 2016
Series
Lecture Notes in Computer Science, ISSN 0302-9743 ; 10070
National Category
Media and Communication Technology
Research subject
Mobile and Pervasive Computing
Identifiers
urn:nbn:se:ltu:diva-60647 (URN)10.1007/978-3-319-48799-1_13 (DOI)000389507400013 ()2-s2.0-85009788304 (Scopus ID)978-3-319-48798-4 (ISBN)978-3-319-48799-1 (ISBN)
Conference
10th International Conference, UCAmI 2016, San Bartolomé de Tirajana, Gran Canaria, Spain, November 29 – December 2, 2016
Available from: 2016-11-23 Created: 2016-11-23 Last updated: 2018-07-10Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-4549-6751

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