10 Search Results for "Andr�, Elisabeth"


Document
Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411)

Authors: Elisabeth André, Ana Paiva, Julie Shah, and Selma Šabanovic

Published in: Dagstuhl Reports, Volume 9, Issue 10 (2020)


Abstract
This report documents the program and the outcomes of Dagstuhl Seminar 19411 "Social Agents for Teamwork and Group Interactions". It summarises the three talks that were held during the seminar on three different perspectives: the impact of robots in human teamwork, mechanisms to support group interactions in virtual settings, and affect analysis in human-robot group settings. It also details the considerations of six working groups covering the following topics: datasets, design, team dynamics, social cognition, scenarios, and social behaviours.

Cite as

Elisabeth André, Ana Paiva, Julie Shah, and Selma Šabanovic. Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411). In Dagstuhl Reports, Volume 9, Issue 10, pp. 1-46, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020)


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@Article{andre_et_al:DagRep.9.10.1,
  author =	{Andr\'{e}, Elisabeth and Paiva, Ana and Shah, Julie and \v{S}abanovic, Selma},
  title =	{{Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411)}},
  pages =	{1--46},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2020},
  volume =	{9},
  number =	{10},
  editor =	{Andr\'{e}, Elisabeth and Paiva, Ana and Shah, Julie and \v{S}abanovic, Selma},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagRep.9.10.1},
  URN =		{urn:nbn:de:0030-drops-118533},
  doi =		{10.4230/DagRep.9.10.1},
  annote =	{Keywords: Social Agents, Social Robotics, Multi-Agent Systems, Human-Agent Interaction, Groups and Teams}
}
Document
Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)

Authors: Pieter Spronck, Elisabeth André, Michael Cook, and Mike Preuß

Published in: Dagstuhl Reports, Volume 7, Issue 11 (2018)


Abstract
With the dramatic growth of the game industry over the past decade, its rapid inclusion in many sectors of today's society, and the increased complexity of games, game development has reached a point where it is no longer humanly possible to use only manual techniques to create games. Large parts of games need to be designed, built, and tested automatically. In recent years, researchers have delved into artificial intelligence techniques to support, assist, and even drive game development. Such techniques include procedural content generation, automated narration, player modelling and adaptation, and automated game design. This research is still very young, but already the games industry is taking small steps to integrate some of these techniques in their approach to design. The goal of this seminar was to bring together researchers and industry representatives who work at the forefront of artificial intelligence (AI) and computational intelligence (CI) in games, to (1) explore and extend the possibilities of AI-driven game design, (2) to identify the most viable applications of AI-driven game design in the game industry, and (3) to investigate new approaches to AI-driven game design. To this end, the seminar included a wide range of researchers and developers, including specialists in AI/CI for abstract games, commercial video games, and serious games. Thus, it fostered a better understanding of and unified vision on AI-driven game design, using input from both scientists as well as AI specialists from industry.

Cite as

Pieter Spronck, Elisabeth André, Michael Cook, and Mike Preuß. Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471). In Dagstuhl Reports, Volume 7, Issue 11, pp. 86-129, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2018)


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@Article{spronck_et_al:DagRep.7.11.86,
  author =	{Spronck, Pieter and Andr\'{e}, Elisabeth and Cook, Michael and Preu{\ss}, Mike},
  title =	{{Artificial and Computational Intelligence in Games: AI-Driven Game Design (Dagstuhl Seminar 17471)}},
  pages =	{86--129},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2018},
  volume =	{7},
  number =	{11},
  editor =	{Spronck, Pieter and Andr\'{e}, Elisabeth and Cook, Michael and Preu{\ss}, Mike},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagRep.7.11.86},
  URN =		{urn:nbn:de:0030-drops-86722},
  doi =		{10.4230/DagRep.7.11.86},
  annote =	{Keywords: dynamical systems, entertainment modeling, game design, multi-agent systems, serious games}
}
Document
Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131)

Authors: Elisabeth André, Ruth Aylett, Gert Jan Hofstede, and Ana Paiva

Published in: Dagstuhl Reports, Volume 4, Issue 3 (2014)


Abstract
From March 23 2014 to March 28, the seminar "Computational Models of Cultural Behavior for Human-Agent Interaction" held in Schloss Dagstuhl -- Leibniz Center for Informatics. During the seminar, an interdisciplinary group of researchers explored and discussed theories and techniques for computational models of culture as part of virtual human simulations. Culturally-sensitive agents do not only improve the acceptance of man-machine interfaces by adapting their verbal and non-verbal behavior to the user's assumed cultural background. They also bear enormous potential for a rapidly growing number of ICT-based language and cultural training scenarios that make use of role-play with virtual characters. The seminar brought together researchers with an interdisciplinary background that profited from each other's perspective and explored challenges for the future.

Cite as

Elisabeth André, Ruth Aylett, Gert Jan Hofstede, and Ana Paiva. Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131). In Dagstuhl Reports, Volume 4, Issue 3, pp. 103-137, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2014)


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@Article{andre_et_al:DagRep.4.3.103,
  author =	{Andr\'{e}, Elisabeth and Aylett, Ruth and Hofstede, Gert Jan and Paiva, Ana},
  title =	{{Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131)}},
  pages =	{103--137},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2014},
  volume =	{4},
  number =	{3},
  editor =	{Andr\'{e}, Elisabeth and Aylett, Ruth and Hofstede, Gert Jan and Paiva, Ana},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagRep.4.3.103},
  URN =		{urn:nbn:de:0030-drops-45945},
  doi =		{10.4230/DagRep.4.3.103},
  annote =	{Keywords: Cultural models, Cultural grounding, Social simulation, Affective computing, (Multi-)Agent architectures, Virtual agents, Social robots}
}
Document
Player Modeling

Authors: Georgios N. Yannakakis, Pieter Spronck, Daniele Loiacono, and Elisabeth André

Published in: Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)


Abstract
Player modeling is the study of computational models of players in games. This includes the detection, modeling, prediction and expression of human player characteristics which are manifested through cognitive, affective and behavioral patterns. This chapter introduces a holistic view of player modeling and provides a high level taxonomy and discussion of the key components of a player's model. The discussion focuses on a taxonomy of approaches for constructing a player model, the available types of data for the model's input and a proposed classification for the model's output. The chapter provides also a brief overview of some promising applications and a discussion of the key challenges player modeling is currently facing which are linked to the input, the output and the computational model.

Cite as

Georgios N. Yannakakis, Pieter Spronck, Daniele Loiacono, and Elisabeth André. Player Modeling. In Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups, Volume 6, pp. 45-59, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2013)


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@InCollection{yannakakis_et_al:DFU.Vol6.12191.45,
  author =	{Yannakakis, Georgios N. and Spronck, Pieter and Loiacono, Daniele and Andr\'{e}, Elisabeth},
  title =	{{Player Modeling}},
  booktitle =	{Artificial and Computational Intelligence in Games},
  pages =	{45--59},
  series =	{Dagstuhl Follow-Ups},
  ISBN =	{978-3-939897-62-0},
  ISSN =	{1868-8977},
  year =	{2013},
  volume =	{6},
  editor =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DFU.Vol6.12191.45},
  URN =		{urn:nbn:de:0030-drops-43351},
  doi =		{10.4230/DFU.Vol6.12191.45},
  annote =	{Keywords: User modeling, Computer Games, Computational and Artificial Intelligence, Affective Computing}
}
Document
Using Affective Technologies to Increase Engagement and Motivation in Fitness and Sports

Authors: Elisabeth André

Published in: Dagstuhl Seminar Proceedings, Volume 8372, Computer Science in Sport - Mission and Methods (2008)


Abstract
Work by Picard and others has created considerable awareness for the role of affect in human-computer interaction. In fact, a strong new field is emerging in computer science: affective computing. In my presentation, I presented first ideas to make use of affective technologies in fitness and sports.

Cite as

Elisabeth André. Using Affective Technologies to Increase Engagement and Motivation in Fitness and Sports. In Computer Science in Sport - Mission and Methods. Dagstuhl Seminar Proceedings, Volume 8372, p. 1, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2008)


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@InProceedings{andre:DagSemProc.08372.9,
  author =	{Andr\'{e}, Elisabeth},
  title =	{{Using Affective Technologies to Increase Engagement and Motivation in Fitness and Sports}},
  booktitle =	{Computer Science in Sport - Mission and Methods},
  pages =	{1--1},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2008},
  volume =	{8372},
  editor =	{Arnold Baca and Martin Lames and Keith Lyons and Bernhard Nebel and Josef Wiemeyer},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagSemProc.08372.9},
  URN =		{urn:nbn:de:0030-drops-16842},
  doi =		{10.4230/DagSemProc.08372.9},
  annote =	{Keywords: Affective computing}
}
Document
04121 Abstracts Collection – Evaluating Embodied Conversational Agents

Authors: Zsofia Ruttkay, Elisabeth André, W. Lewis Johnson, and Catherine Pelachaud

Published in: Dagstuhl Seminar Proceedings, Volume 4121, Evaluating Embodied Conversational Agents (2006)


Abstract
From 14.03.04 to 19.03.04, the Dagstuhl Seminar 04121 ``Evaluating Embodied Conversational Agents'' was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available.

Cite as

Zsofia Ruttkay, Elisabeth André, W. Lewis Johnson, and Catherine Pelachaud. 04121 Abstracts Collection – Evaluating Embodied Conversational Agents. In Evaluating Embodied Conversational Agents. Dagstuhl Seminar Proceedings, Volume 4121, pp. 1-13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2006)


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@InProceedings{ruttkay_et_al:DagSemProc.04121.1,
  author =	{Ruttkay, Zsofia and Andr\'{e}, Elisabeth and Johnson, W. Lewis and Pelachaud, Catherine},
  title =	{{04121 Abstracts Collection – Evaluating Embodied Conversational Agents}},
  booktitle =	{Evaluating Embodied Conversational Agents},
  pages =	{1--13},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2006},
  volume =	{4121},
  editor =	{Zsofia Ruttkay and Elisabeth Andr\'{e} and W. Lewis Johnson and Catherine Pelachaud},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagSemProc.04121.1},
  URN =		{urn:nbn:de:0030-drops-5015},
  doi =		{10.4230/DagSemProc.04121.1},
  annote =	{Keywords: Critical evaluation of some implemented EcAs, issues and framework for evaluation and design}
}
Document
04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans

Authors: Jonathan Gratch, Arjan Egges, Anton Eliens, Katherine Isbister, Stacy Marsella, Ana Paiva, Thomas Rist, and Paul ten Hagen

Published in: Dagstuhl Seminar Proceedings, Volume 4121, Evaluating Embodied Conversational Agents (2006)


Abstract
How does one go about designing a human? With the rise in recent years of virtual humans this is no longer purely a philosophical question. Virtual humans are intelligent agents with a body, often a human-like graphical body, that interact verbally and non-verbally with human users on a variety of tasks and applications. Our working group approached this question from the perspective of interactivity. Specifically, how can one design effective interactive experiences involving a virtual human, and what constraints does this goal place on the form and function of an embodied conversational agent. Our group grappled with several related questions: What ideals should designers aspire to, what sources of theory and data will best lead to this goal and what methodologies can inform and validate the design process? A longer article (.pdf) summarizes the output of this WG and suggests a specific framework, borrowed from interactive media design, as a vehicle for advancing the state of interactive experiences with virtual humans.

Cite as

Jonathan Gratch, Arjan Egges, Anton Eliens, Katherine Isbister, Stacy Marsella, Ana Paiva, Thomas Rist, and Paul ten Hagen. 04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans. In Evaluating Embodied Conversational Agents. Dagstuhl Seminar Proceedings, Volume 4121, pp. 1-6, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2006)


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@InProceedings{gratch_et_al:DagSemProc.04121.2,
  author =	{Gratch, Jonathan and Egges, Arjan and Eliens, Anton and Isbister, Katherine and Marsella, Stacy and Paiva, Ana and Rist, Thomas and ten Hagen, Paul},
  title =	{{04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans}},
  booktitle =	{Evaluating Embodied Conversational Agents},
  pages =	{1--6},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2006},
  volume =	{4121},
  editor =	{Zsofia Ruttkay and Elisabeth Andr\'{e} and W. Lewis Johnson and Catherine Pelachaud},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagSemProc.04121.2},
  URN =		{urn:nbn:de:0030-drops-4621},
  doi =		{10.4230/DagSemProc.04121.2},
  annote =	{Keywords: }
}
Document
Evaluating ECAs - What,how and why?

Authors: Zsofia Ruttkay, Claire Dormann, and Han Noot

Published in: Dagstuhl Seminar Proceedings, Volume 4121, Evaluating Embodied Conversational Agents (2006)


Abstract
One would like to rely on design guidelines for embodied conversational agents (ECAs), grounded on evaluation studies. How to define the physical and mental characteristics of an ECA, optimal for an envisioned application? What will be the added value of using an ECA? Although there have been studies addressing such issues, we are still far from getting a complete picture. This is not only due to the still relatively little experience with applications of ECAs, but also to the diversity in terms and experimental settings used. The lack of a common, established framework makes it difficult to compare ECAs, interpret evaluation results and judge their scope and relevance. In this paper we propose a common taxonomy of the relevant design and evaluation aspects of ECAs. We refer to recent works to elicit evaluation concepts and discuss measurement issues.

Cite as

Zsofia Ruttkay, Claire Dormann, and Han Noot. Evaluating ECAs - What,how and why?. In Evaluating Embodied Conversational Agents. Dagstuhl Seminar Proceedings, Volume 4121, pp. 1-8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2006)


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@InProceedings{ruttkay_et_al:DagSemProc.04121.4,
  author =	{Ruttkay, Zsofia and Dormann, Claire and Noot, Han},
  title =	{{Evaluating ECAs - What,how and why?}},
  booktitle =	{Evaluating Embodied Conversational Agents},
  pages =	{1--8},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2006},
  volume =	{4121},
  editor =	{Zsofia Ruttkay and Elisabeth Andr\'{e} and W. Lewis Johnson and Catherine Pelachaud},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagSemProc.04121.4},
  URN =		{urn:nbn:de:0030-drops-5867},
  doi =		{10.4230/DagSemProc.04121.4},
  annote =	{Keywords: Embodied conversational agents, design, evaluation framework, methodology}
}
Document
ECA Perspectives - Requirements, Applications, Technology

Authors: Anton Eliens, Zhisheng Huang, Johan F. Hoorn, and Cees T. Visser

Published in: Dagstuhl Seminar Proceedings, Volume 4121, Evaluating Embodied Conversational Agents (2006)


Abstract
In the last years we have developed a platform for the realization of embodied (conversational) agents, in a distributed logic programming framework. In this paper we will present an overview of our work, by discussing the requirements that acted as our guidelines for design decisions during development, some of the applications that have served as target demonstrators for developing and testing new functionality, and the (distributed logic programming) technology which we used for the realization of the platform and the implementation of our STEP scripting language. Although the focus of our paper will primarily be our own DLP+X3D platform, we believe that our discussion along the perspectives of requirements, applications and technology might be more generally worthwhile in establishing the relative merits of the operational use of ECA-technology. At the end of this paper, we will moreover provide some hints of how to approach the experimental validation of the (possible) benefits of embodied conversational agents in user applications.

Cite as

Anton Eliens, Zhisheng Huang, Johan F. Hoorn, and Cees T. Visser. ECA Perspectives - Requirements, Applications, Technology. In Evaluating Embodied Conversational Agents. Dagstuhl Seminar Proceedings, Volume 4121, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2006)


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@InProceedings{eliens_et_al:DagSemProc.04121.3,
  author =	{Eliens, Anton and Huang, Zhisheng and Hoorn, Johan F. and Visser, Cees T.},
  title =	{{ECA Perspectives - Requirements, Applications, Technology}},
  booktitle =	{Evaluating Embodied Conversational Agents},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2006},
  volume =	{4121},
  editor =	{Zsofia Ruttkay and Elisabeth Andr\'{e} and W. Lewis Johnson and Catherine Pelachaud},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagSemProc.04121.3},
  URN =		{urn:nbn:de:0030-drops-4611},
  doi =		{10.4230/DagSemProc.04121.3},
  annote =	{Keywords: Embodied agents, virtual environments, rich media}
}
Document
Evaluating Embodied Conversational Agents in Collaborative Virtual Environments

Authors: Michael Gerhard

Published in: Dagstuhl Seminar Proceedings, Volume 4121, Evaluating Embodied Conversational Agents (2006)


Abstract
There are currently no evaluation methods specific to ECAs in CVEs and traditional evaluation methods are limited in their applicability and consequently unlikely to address the full range of aspects now inherent in such systems. We argue that a combination of controlled experimentation, quasi-experiments, review-based evaluation and heuristic expert reviews is needed. To operationalise these traditional evaluation methods the concept of presence was deployed, and it was argued that presence as a cognitive variable can be measured and that such a measure can be a key indicator of the usability of ECAs in CVEs. Presence measures can be administered within controlled experiments and quasi-experiments to test certain aspects of the system. Such experiments might turn out particularly useful as a means of selecting between two or more design options and it is argued that issues concerning ECAs in CVEs can be meaningfully evaluated by comparing subjects’ experience of presence. Further, although implementation issues were not the primary concern of this study, the strength and shortcomings of the prototype agent were evaluated as secondary variables within that experiment. A set of criteria developed for the evaluation of the strengths and shortcomings of the current prototype agent are partly based on Nielsen’s general usability guidelines and partly on a set of heuristics proposed for non-embodied conversational systems.

Cite as

Michael Gerhard. Evaluating Embodied Conversational Agents in Collaborative Virtual Environments. In Evaluating Embodied Conversational Agents. Dagstuhl Seminar Proceedings, Volume 4121, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2006)


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@InProceedings{gerhard:DagSemProc.04121.5,
  author =	{Gerhard, Michael},
  title =	{{Evaluating Embodied Conversational Agents in Collaborative Virtual Environments}},
  booktitle =	{Evaluating Embodied Conversational Agents},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2006},
  volume =	{4121},
  editor =	{Zsofia Ruttkay and Elisabeth Andr\'{e} and W. Lewis Johnson and Catherine Pelachaud},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/DagSemProc.04121.5},
  URN =		{urn:nbn:de:0030-drops-4609},
  doi =		{10.4230/DagSemProc.04121.5},
  annote =	{Keywords: Embodied Conversational Agents,Collaborative Virtual Environments, Presence}
}
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