• Title/Summary/Keyword: Group Identity

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A Study of Relationship of Webmedia addictive Experience and Self-identity (웹미디어의 중독적 이용 경험과 개인의 자아정체성에 관한 연구)

  • Kim, Sung-Byuk
    • Korean journal of communication and information
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    • v.28
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    • pp.7-41
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    • 2005
  • This study emphasized the self-examination to using webmedia. Proliferation of media-mediated experience cause the reduce and infringe of human experience, and It is suggested to problem to negative operation for Self-identity. Expecially, A tendency of addictive using of Webmedia produce the serious anxiety. Based on this discussion, the relationship of web-media addictive experiences and Self-identity has been studied. There are 9 groups of panels who are divided by using degree of web media experience, the quantitative dimension and addictive involvement, the qualitative dimension. As a result high significance was suggested between the level of web-media addictive experience and Self-identity. Expecially, highly web media experienced group has less Self-identity than low web-media experience group. therefore, Concerns on Web-media mediated experiences were demonstrated. According to the results, in terms of web-media experiences, addictive involvement level affects more meaningfully to the Self-identity than quantitative dimension approach.

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Cross-Cultural Comparison on Ethical Fashion Consumption Behavior and Related Factors: Focusing on Consumers in South Korea and Germany (윤리적 패션 소비행동과 영향 요인에 대한 비교문화 연구: 한국과 독일의 소비자를 중심으로)

  • Shin, Yeunwook;Koh, Ae-Ran
    • Human Ecology Research
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    • v.54 no.3
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    • pp.251-262
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    • 2016
  • This study analyzes the relation of the consumption values and ethical fashion consumption behavior as well as other influential factors between Korean and German ethical consumers based on the 'Modified Theory of Planned Behavior.' A survey was conducted on female consumers in their 20s and 30s, who experienced ethical fashion consumption in Seoul and Berlin. A factor analysis, reliability analysis, F -test and multiple regression analysis were performed for model verification. The research results indicated that emotional value (in case of Korea) and functional value out of consumption values (in case of Germany) have significant effects in regards to the influence of consumption values on ethical self-identity. The effects of ethical self-identity on ethical fashion consumption behavior indicated that Korean ethical self-identity influenced the ethical fashion consumption behavior of moderating and simplicity and eco-friendly certification versus local consumption as well as above factors (in case of Germany) explained by ethical self-identity. Both variables had a negative moderating effect in Korea in regards to the moderating effects of social comparison and materialism in the relations of ethical self-identity and ethical fashion consumption behavior; however, only materialism was an influential factor in Germany. The results of the research variables by individualism/collectivism indicated that the horizontal-collectivism group showed the highest ethical self-identity along with the lowest materialism tendency that had a high point of consumption behavior towards local consumption. However, the vertical-individualism group was outstanding. The consumption behavior aimed at moderating and simplicity.

An Evaluation for Regional Identity of Urban Parks and It's Utility -focused on the new towns in the Capital Region- (도시공원의 지역적 정체성 평가와 유용성 - 수도권 신도시를 중심으로 -)

  • 오정학;고동완;김유일
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.1
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    • pp.79-89
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    • 1999
  • Recent expansion of urban parks has been partly successful in terms of providing urban outdoor recreation space. Unfortunately we paid very little attention to the importance of providing regional identity to urban parks until recently. Thus one of the most important tasks of the contemporary landscape architects of Korea is to investigate ways to improve regional identity of urban parks. This study is aimed at evaluating how well the current urban parks have realized their own regional identity. To test the effectiveness of the concept of 'identity', the identity items were created, while a research model was developed by using such variables as in urban park identity, park satisfaction, belongingness to the region, and residential satisfaction. In order to test the model, the causations were analyzed. Meanwhile, the scales to evaluating identity were reviewed by means of the unstructures group interview, and were finally determined as 10 items; culture, uniqueness, symbolic, historic nature, homogeneity, harmony, difference, public benefit, nativeness and traditionality. Data from three new towns in the capital region-Bundang, Ilsan and Sanbon-were collected, and their central parks were referred to a questionnaire survey. The data were processed using descriptive statistics, correlation analysis, multiple regression analysis and path analysis. It was found through this survey that subjects 'sentiments regarding the sample towns' regional identity differed slightly. Residents of Bundang felt the strongest amount of regional identity, followed by those of Ilsan and Sanbon. In addition, the most important scale on regional identity is 'park satisfaction', followed by 'belongingness to the region' and 'residental satisfaction'. The path analysis was conducted to interpret the causations in a more detailed and comprehensive way than correlation analysis. As a result, it was proven that the regional identity affects 'belingingness to region' through the intermediated variable 'park satisfaction', while affecting ' residential satisfaction' through the intermediate variables 'park satisfaction' and 'beligningness to region'. In other words, although the regional identity of a park does not directly affect 'belongingness to region' or 'residental satisfaction', it has indirect effects on them through intermediate variables.

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Effects of Sexuality Education in One Elementary School Students (초등학생 대상 성교육 효과 분석 연구)

  • Seo, Soon-Hee;Lee, Moo Sik;Na, Beag Ju;Kang, Mun Young;Hong, Jee Young
    • The Journal of Korean Society for School & Community Health Education
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    • v.13 no.3
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    • pp.73-86
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    • 2012
  • Objectives: This study was conducted to explore the effect of the sexuality education in elementary school in regard to students' knowledge, attitude, and role identity about sex. Methods: We classified students into experimental group and control group, and carries out the planned sexuality education to the experimental group. Study subjects were 200 students in one elementary school. Experimental group compromised of 50 boys and 50 girls, and control group so did. Self-administered questionnaire was used for preliminary investigation from 15th to 16th, October in 2009. The post investigation was carried out to the control group 5 weeks later, and to the experimental group for 5 weeks (total 10 hours, 2hours each a week) after the sexuality education from 23th of November to 25th of November, 2009. Results: Experimental group had significantly higher post-inspection scores of sex-related knowledge, attitude against sex, sex-related role identity (excluding leadership dominance, concession, cheerfulness gentleness and sympathy shyness) than pre-inspection scores. Conversely, control group had insignificantly higher post-inspection scores (excluding all scores of sex-related knowledge and scores of atttitude against sex including psychological development and pregnancy). Conclusions: Our study suggested that sexuality education in elementary school have an impact on forming knowledge, attitude, and role identity regarding the sex.

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Application Driven Cluster Based Group Key Management with Identifier in Mobile Wireless Sensor Networks

  • Huh, Eui-Nam;Nahar Sultana
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.1 no.1
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    • pp.1-17
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    • 2007
  • This paper proposes and analyzes a scalable and an efficient cluster based group key management protocol by introducing identity based infrastructure for secure communication in mobile wireless sensor networks. To ensure scalability and dynamic re-configurability, the system employs a cluster based approach by which group members are separated into clusters and the leaders of clusters securely communicate with each other to agree on a group key in response to changes in membership and member movements. Through analysis we have demonstrated that our protocol has a high probability of being resilient for secure communication among mobile nodes. Finally, it is established that the proposed scheme is efficient for secure positioning in wireless sensor networks.

Theoretical Studies on the Acyl Transfer Reactions Involving a Tetrahedral Intermediate$^\dag$

  • 이도영;김창곤;이본수;이익준
    • Bulletin of the Korean Chemical Society
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    • v.16 no.12
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    • pp.1203-1208
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    • 1995
  • Theoretical studies of the effect of the nonleaving group (RY) on the breakdown mechanism of the tetrahedral anionic intermediate, T-, formed by the addition of a less basic phenoxide nucleophile (X) to phenyl benzoates with a more basic phenoxide leaving group (Z) have been carried out using the PM3 MO method. The identity acyl transfer reactions (X=Z) are facilitated by an electron-withdrawing RY whereas they are inhibited by an electron-donating RY group. The results of non-identity acyl transfer reactions indicate that a more electron-donating RY group leads to a greater lowering of the higher barrier, TS2, with a greater degree of bond cleavage, and a greater negative charge development on the phenoxide oxygen atom, whereas the opposite is true for a more electron-withdrawing RY group, i.e., leads to a greater lowering of the lower barrier, TS1. The results provide theoretical basis for the signs of ρXY(>0) and ρYZ(<0) observations.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Efficient Signature Scheme with Batch Verifications in Identity-Based Framework

  • Gopal, P.V.S.S.N.;Vasudeva Reddy, P.;Gowri, T.
    • ETRI Journal
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    • v.38 no.2
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    • pp.397-404
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    • 2016
  • In group-oriented applications, it is often required to verify a group of signatures/messages. The individual verification of signed messages in such applications comes at a high cost in terms of computations and time. To improve computational efficiency and to speed up the verification process, a batch verification technique is a good alternative to individual verification. Such a technique is useful in many real-world applications, such as mail servers, e-commerce, banking transactions, and so on. In this work, we propose a new, efficient identity-based signature (IDS) scheme supporting batch verifications. We prove that the proposed IDS scheme and its various types of batch verifications is tightly related to the Computational Diffie.Hellman problem under a random oracle paradigm. We compare the efficiency of the proposed scheme with related schemes that support batch verifications.

Destabilization and Subversion of Racial Identity on Stage: Eugene O'Neill, Charles Gilpin, and The Wooster Group in The Emperor Jones

  • Park, Chung-Yeol
    • English Language & Literature Teaching
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    • v.13 no.3
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    • pp.117-132
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    • 2007
  • Playwright Eugene O'Neill's expressionistic text-based approach to The Emperor Jones, with an emphasis on fixity, was at odds with African American actor Charles Gilpin's improvisational performance technique, stressing rupture, spontaneity, and discontinuity. The contemporary avant-garde performance troupe The Wooster Group likewise produces subversive and interrogative forms of identity in performing the play, which challenge the normative approach to gender, race, and an imagined orientation. The historical foundation of subversion and destabilization laid by O'Neill and Gilpin were manifold in the Wooster Group's production of The Emperor Jones, and not only formed a backdrop to it but also played a central role in the group's representation of race and even gender on the stage. In this essay, I use O'Neill's play, The Emperor Jones, a crucial example of racialized fantasies of identification, to explore how the modernist stage through the performances of Gilpin and The Wooster Group constructed racialized subjects of both its performers and audiences. Gilpin and the Wooster Group's strategies each shared a similar complexity in the portrayal of black identity in performance. Offering an examination of how ideologies of race and gender overlap in The Emperor Jones, I hope to show how each performance signifies a range of subversions and differences simultaneously and sometimes oppositionally that needs to be explored both holistically and in detail to offer a fuller picture of these remarkable attempts. Through this approach, I examine Gilpin's creative adaptations of O'Neill's text and illuminate how it is that the Wooster Group's appropriative use of blackface in their performance has come to gain critical acceptance.

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Perceptions of Clothing Norms Clothing Behavior and their Relations to Psychological Variables of College Student (남녀 대학생의 의복규범에 대한 의식과 복식행동 및 심리적변인에 관한 연구)

  • 박찬부
    • Journal of the Korean Society of Costume
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    • v.31
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    • pp.165-188
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    • 1997
  • This study aims at 1) examining the perceived importance of clothing norms 2) examining relationship between perceptions of clothing norms clothing behavior and psycho-logical variables-ego identity(uniqueness and self acceptance) and sex role identity and 3) ascertaining any significant differences in the level of the perceived importance of clothing norms among variables-sex role identity and the uniqueness in psychological variables-and which variables are influencingon perception of clothing norms. The perception of cloth in norms inventory clothing norms inventory clothin behavior inventory ego identity in-ventory and the Bem Sex Role Inventory were administered to 620 college students. Sex role identity was classified into androgynous mas-culine feminine and undifferentiated type. Subjects were asked to rate each statement on the clothing norms under two kinds of instructions: their attitudes(TATT) and their beliefs about the expectations of others toward clothing norms(TBEO). 1) The scores of 3 TBEO of the students were higher than the scores of TATT. But the scores of TBEO concerning modesty of students were lower than the scores of TATT. Discrepancy scores of TATT and TBEO of the students were revealed significances differently according to clothing norms. males lower and higher class students had more free attitudes to the norms concerning genaral clothing attitudes. Females and higher class students had less free attitudes to the clothing norms concerning modesty. Females and lower and higher class students had more free attitudes to the norms concening sex-role related clothing attitudes but male students had less free to the sex-role related clothing norms. 2) Significant negative correlations between each variable of clothing norms and conform-ity-individuality were found. But negative correlations between those variables of the males and lower class students were higher than the correlations of the female and higher class students and the former had more posi-tive relationships with clothing norms and con-formity as compared with the latter. And sig-nificant positive correlations between each variable of clothing norms and modesty were found. But positive correlations between those variables of the males females and higher class students were higher than the correlations of the lower class students and the latter had less positive relationship with clothing norms and modesty as compared with the former. 3) Significant negative correlations between clothing norms and uniqueness were found in the subjects groups. The females and lower class students had more negative relationships with clothing norms and uniqueness as compared with the male and higher class students. Significant positive correlations be-tween uniqueness and conformity-individuality were found in all subjects groups, Therefore the higher uniqueness the student have the less they perceive theimportance of clothing norms and the more they have individuality. Significant positive correlations between sex-role related(higher class) general(female) clothing norms and self acceptance were found. but significant negative correlations be-tween campus style(higher class) general(female) clothing norms and self acceptance were found. But significant negative correlations be-tween campus style(males lower class, higher class) clothing norms and self acceptance were found. Clothing norms therfore related posi-tively or negatively with self acceptance ac-cording to the subjects groups. And significant negative correlations between conformity in-dividuality and self acceptance was found in higher class students. 4) The female masculine groups and the masculine groups of lower class revealed high scores than the scores of andrgynous group and undifferentiated group in clothing norms concerning modesty. And the feminine group revealed high scores in conformity-individu-ality than the scores of the masculine group. Male masculine and feminine group revealed high scores in clothing norms concerning cam-pus style than the scores of the androgynous group. The masculine group and feminine group of the lower classes revealed high scores in general clothing norms than the scores of the androgynous group. 5) The most influencing variables on the clothing norms were sex conformity-individu-altiy and masculine-feminine variables in the right order. The general clothing norms and clothing norms concerning modesty were influened by the sex role identity but the sex role related clothing norms and clothing norms concerning campus style were influenced by the ego identity. 6) Based on the sum scores of the uniqueness each group of the subjects was separately segmened into "high medium and low" groups. By the analysis of variances sig-nificant differences in discrepancy scores of TBEO and TATT among 3 uniqueness level groups were found on all clothing norms variables in all students three clothing norms variables in male and female students and one clothing norms variable in lower and higher students and in each clothing norms variable the mean discrepancy scores of the high uniqueness group were higher than those of the other groups. The findings indicated that the differences in the discrepancy score mainly contributed to the results of correla-tions described above.bed above.

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