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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Um framework para adaptação de conteúdo e navegação em portais de governo eletrônico / A framework for content and navigation adaptation in electronic government portals

Viana, Giovanni Bogéa, 1981- 21 August 2018 (has links)
Orientador: Maria Beatriz Felgar de Toledo / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-21T17:36:38Z (GMT). No. of bitstreams: 1 Viana_GiovanniBogea_D.pdf: 4687841 bytes, checksum: d213ca93eb3113229d6c6c30545c9515 (MD5) Previous issue date: 2012 / Resumo: Um dos objetivos do governo eletrônico é possibilitar acesso a dados oficiais a todos os públicos. No entanto, não basta que os dados estejam formalmente disponíveis, é preciso que sejam compreensíveis. Essa compreensão, por sua vez, não é homogênea entre os diversos públicos. Cada indivíduo possui limitações e características próprias, que levam a diferentes expectativas de como as informações devem ser disponibilizadas. Esta Tese apresenta um framework para tratar as diferentes classificações que os dados podem ter dependendo de quem está consultando a informação. Teve como motivação uma pesquisa realizada com usuários de um importante sítio de governo eletrônico no Brasil, o Portal da Transparência. Seu aspecto inovador é permitir que as diferentes classificações sejam apresentadas de acordo com o público, possibilitando uma maior inclusão digital / Abstract: One of the e-government goals is to enable public access of official information to all citizens. However, it is not enough to formally present the data, but they have to be truly understandable. This understanding, in turn, is not homogeneous for various audiences. Each individual has his own characteristics and limitations, which leads to different expectations on how information should be available. This Thesis presents a framework to address the different classifications of data that may exist depending on who is getting the information. It was based on a survey with users of an important e-government site in Brazil, the Transparency Portal1. Its novel aspect is allowing data presentation in different ways according to the classifications expected by groups of individuals to achieve a better digital inclusion / Doutorado / Ciência da Computação / Doutor em Ciência da Computação
62

Architecture pour la co-conception des jeux sérieux participatifs et intensifs en connaissances / architecture to co-design participatory and knowledge-intensive serious games

El Mawas, Nour 26 September 2013 (has links)
Cette thèse identifie et vise à affronter certains verrous scientifiques concernant la conception des scenarios des serious games, leurs utilisations par un meilleur partage entre les concepteurs dans des contextes d’apprentissage ciblés. Les constats motivant ce travail sont (1) la participation indispensable des formateurs dans la phase de conception en se basant sur leurs expertises et leurs objectifs pédagogiques, (2) la nécessité grandissante pour les formateurs experts de formaliser les scénarios décrivant les situations complexes rarement se produisant, (3) la non-adéquation des systèmes-auteurs des jeux sérieux existants à cette population de concepteurs, permettant seulement un nombre limité de scénarios à cause de leurs couts élevés, (4) le faible niveau de réutilisation des scénarios déjà produits dans la vie quotidienne. Notre problématique consiste à lever certains verrous existants dans la conception des jeux sérieux pour la formation dans des domaines d’expertises complexes avec l’hypothèse qu’une meilleure organisation de la connaissance et de la coopération va faciliter la conception. L’étude de cette problématique s’effectue en proposant l’architecture ARGILE (Architecture for Representations, Games, Interactions, and Learning among Experts) adaptée au jeu sérieux « participatif et intensif en connaissances » / This PhD aims to confront some scientific challenges concerning the scenarios’ conception of Serious Games, their use through a better share by designers within the context of targeted learning. The findings motivating our work are (1) the significant participation of trainers in the design phase, (2) the growing needs for expert trainers to formalize scenarios describing rarely complex situations, (3) the divergence of existing serious games to these designers which cover a limited number of scenarios due to their high cost, (4) the low re-use’ level of scenarios that have already happened in daily life.Our questioning will lead us to see how we must design serious games for training in complex areas of expertise where reference knowledge is neither stabilized nor unanimous, but rather dynamic and continuously evolving. After having examined the principal mains of application of the Serious Game and having defined it, the study of this questioning led us to propose the ARGILE (Architecture for Representations, Games, Interactions, and Learning Among Experts) architecture, suitable for "participatory and knowledge-intensive" serious games
63

Application d’une démarche Living Lab au développement de services de TV sociale dédiés aux personnes âgées / Application of a living lab approach to the development of social tv services for elderly people

Alaoui, Malek 03 December 2013 (has links)
La perte de conjoints et d’amis, la réduction progressive de leur mobilité et l’éloignement de plus en plus fréquent des enfants, plongent souvent les personnes âgées dans un isolement qui peut générer des dépressions qui ont à leur tour un impact négatif sur la santé. Des études médicales ont même démontré que l’isolement social augmente le risque de mortalité des personnes âgées. Alors que de nombreux programmes de recherche s’intéressent à développer une variété de solutions technologiques liées à la fragilité physique et/ou cognitive des personnes âgées pour qu’ils puissent rester le plus longtemps possible à domicile, nous nous intéressons à leur fragilité sociale qui limite leurs capacités à rester en contact avec la société. Nous émettons l’hypothèse que les technologies de l’information ont un rôle important à jouer pour apporter une solution à l’isolement social des personnes âgées. Mais concevoir des services adaptés et s’assurer de leur appropriation restent des questions ouvertes, auxquelles nous tentons de proposer des réponses, à la fois au niveau méthodologique et instrumental. Nous présentons une démarche de conception de services pour les personnes âgées, qui s’appuie sur la participation des futurs utilisateurs dans le cadre d’un «Living Lab». Nous illustrons cette démarche grâce à notre participation à un projet européen dont l’objectif est de développer des applications de télévision sociale pour contribuer au développement des interactions sociales entre pairs / Encouraging seniors to stay at home as long as possible is associated with a higher risk of social isolation. Extensive researches have established the strong relationship between social isolation and health, considering social engagement as an important component influencing psychological well-being and self-esteem of elderly people. In other words, aging well at home cannot be reduced to the management of physical and cognitive frailties and technologies should also tackle the quality of life of the elderly by fostering their social interactions especially for those who are living alone. We postulate that ICTs could alleviate elderly loneliness, in order to cope with their social frailty. However, designing appropriate services and ensure their adoption by the elderly remain open questions, which we try to provide answers at both methodological and instrumental level. We propose an approach to design services for the elderly based on the participation of the future users as part of a "Living Lab". We illustrate this approach by our participation in a European project aiming at developing and evaluating Social TV services. The objective is to foster social interactions among peers to enhance or restore social ties, with the goal of increasing psychological well-being and self-esteem of the elderly living alone
64

Gestualité : pour la création scripturale : le cas des langues des signes / Gestures : for scriptural creation : in the case for sign languages

Danet, Claire 21 November 2018 (has links)
L’avènement du numérique a déplacé et découplé l’acte d’écriture de sa forme graphique et ainsi ouvert des possibilités de recherche au sujet des performances graphomotrices. Ces dernières peuvent, en particulier, prendre une autre dimension dans le contexte de création d’une écriture. Les langues des signes (LS) n’ont pas trouvé à ce jour de système d’écriture à même de rendre compte de leur spatialité et multidimensionnalité. Elles offrent ainsi des circonstances propices à cette recherche. Notre étude cherche à savoir jusqu’à quel point une part de l’activité du langage oral (gestuelle, corporelle) peut être maintenue dans l’activité du langage écrit et vise à comprendre le lien, en première personne, entre gestes et sens. L’objectif est de préserver une signification profonde pour le locuteur/scripteur. Pour répondre à cette question, nous proposons de réinvestir une gestuelle porteuse de sens dans le cadre de la conception d’un environnement technique favorisant la création scripturale. Dans un premier temps, cette étude pluridisciplinaire explore ce qui peut être transférable d’une sphère gestuelle à l’autre. En d’autres termes, quels éléments de l’oral peuvent être rapportés à l’écriture. Dans un second temps, elle envisage l’instrument permettant ce transfert. Pour cela, nous employons une démarche phénoménologique entendue comme méthodologie descriptive du point de vue en première personne. Cette méthode s’appuie sur des techniques de verbalisation de l’expérience vécue lors d’entretiens. La construction de la méthode adaptée à la LS française permet d’accéder à des descriptions fines des locuteurs sourds sur leur gestuelle. Le corpus de données est ensuite mis en dialogue avec une analyse en troisième personne établie à l’aide d’études linguistiques et kinésiologiques. Les résultats sur les dimensions du geste sémiotique nous amènent à penser les conditions d’une expérience habilitée, dans une perspective d’appropriation et de création scripturale des LS. Nous suivons pour cela la démarche de conception du design d’expérience utilisateur, du design d’énaction et de l’approche instrumentale pour l’immersion et l’interaction. La conception d’un tel dispositif vient non seulement changer le regard des personnes sourdes sur leur langue, mais également de manière plus générale, changer la relation que tout utilisateur a avec sa production gestuelle. / The digital revolution has evolved the act of writing; its forms have changed. From this phenomenon, new Graphomotor oriented research opportunities have emerged. The knowledge gathered by this research introduces a new angle for setting up a new writing system. Until today, no writing system has been able to transcribe the multidimensional nature of sign languages (SL). For that reason, sign languages offer the perfect opportunity for this kind of research. In this study we try to understand the link between gestures and meaning for the speaker and discover what features and how much of signing (gestures, body language) can be kept in the act of writing. Our objective is to maintain the integral meaning of gestures for the signer/writer. To do so, we offer the creation of a technologically advanced scriptural environment in which meaningful gestures can be put into perspective. First, this multidisciplinary research focuses on what can be transferred from the former gestural act (signing) to the latter (writing). Then, we consider the tool that will enable this transfer. To do so, we follow a phenomenological approach, or in other terms, a descriptive methodology from the firstperson point of view. This methodology is built upon signers’ feedback gathered of the experience lived during interviews. Shaping this method to fit the French SL offers precise gestural descriptions from signers themselves. This database is then compared with alinguistic and kinesiological analysis from the third-person point of view. These gestural meaning results enable us to reflect on how to create a guided experience tool enabling the assimilation of SL’s gestural matter and the creation of scriptural forms. To do that, we follow a UX design, an enaction design, and a tool based approach in order to offer immersion and interaction. This kind of device offers a new perspective to signers on their own language and more generally, offers the possibility for any user to form a new relationship with her or his own gestures.
65

Coffeepot for Masochists : A Study in User-Centered System Design / Kaffepanna för Masochister : En studie i Användarcentrerad Systemdesign

Abbasi, Azad Ismail January 2015 (has links)
This master thesis is carried out in the field of “Human-Computer interaction”, more specifically the area “User-centered system design”. The focus has been on “usability” and useful graphical user interfaces. Current theories and definitions in the field have been considered. Literature studies contain well known authors and organisations in domains mentioned above; Jakob Nielsen, Donald A Norman and International Organization for Standardization ISO to mention some.  Another source for this work from which the theories and way of working have been used is the book “User-Centered System Design” written by Jan Gulliksen and Bengt Göransson.  The work started with a literature study followed by looking at methods to use. The next step was to do task and user analysis which followed by the development phase. The user has been given a central role in this project and, just as recommended, also been involved through the whole cycle. A useful method to get feedback from users, in addition to interviews and workshops, has been the “Heuristic Evaluation”.  The final result and conclusion shows that the user-centered system design is a powerful tool to adapt when designing and developing interactive user interface. / Detta examensarbete har utförts inom området för ”Människa-Datorinteraktion” mer specifikt ”Användarcentrerad Systemdesign”. Fokus har varit på ”användbarhet” och användbart grafiskt användargränssnitt. Aktuella teorier och definitioner har iakttagits. Litteraturstudien har omfattat välkända författare och organisationer i ovannämnda domäner; Jakob Nielsen, Donald A Norman och Internationella standardiseringsorganisationen ISO för att nämna några.  En annan källa vars teorier och arbetssätt har tillämpats i detta arbete är boken ”Användarcentrerad Systemdesign” av författarna Jan Gulliksen och Bengt Göransson.  Arbetet började med en litteraturstudie följd av val av lämplig metod. Nästa steg innebar att utföra uppgifts- och användaranalyser och därefter var det dags för utvecklingsfasen. Användaren har  haft en  central  roll  i  detta  projekt  och har,  precis  som  rekommenderat, involverats i samtliga  moment. En lämplig och nyttig metod för att få återkoppling från användarna, förutom intervjuer och workshop, har varit ”Heuristisk Utvärdering”.  Det slutliga resultatet och slutsatsen visar att användarcentrerad systemdesign är ett kraftfullt verktyg att nyttja när det kommer till design och utveckling av interaktivt användargränssnitt.
66

Designing administrative support systems for healthcare organizations / Att designa administrativa stödsystem för sjukvårdsorganisationer

Berglund, Eric, Danielsson, Olof January 2015 (has links)
In modern healthcare organizations, work is increasingly team-oriented, which puts pressure on information technology to support staff collaborations. Healthcare organizations are lagging behind in the use of IT and often use outdated systems. A reason for this is the long and cumbersome process of IT-procurement. Stand-alone systems can help such organizations be more efficient, and receptive of the latest technologies, while conveying lower risks, and increased chances of successful implementation. Therefore, this study has investigated what problems can be expected, and how to manage them, when designing such systems. The study was conducted at the Department for Reconstructive Surgery at Karolinska University Hospital. Action research was used, and a system supporting the scheduling of doctors was deigned, implemented and evaluated. The study consists of an initial exploratory phase, a design and implementation phase, and an evaluation phase. The findings of this study indicate that the problems that can be expected when developing a stand-alone system at a small specialized healthcare department are: 1) that the hierarchies among staff may lead to failure to accept designs and the designs not taking all stakeholders into account, 2) that the complexity may lead to an inability to identify the real problems and define appropriate design-goals, and 3) that the combination of 1 and 2 hinders a mutual understanding of design-goals, problems, and solutions. To manage the problems, this study suggests the use of participatory design, user centered system design, and a computer supported collaborative work approach, and provides guidelines for using these to reach an effective implementation. / I moderna sjukhus arbetar man allt mer team-orienterat, vilket ställer krav på system och programvara att stödja samarbeten personalen emellan. Inom sjukvården sker anskaffandet av nya tekniker genom om offentlig upphandling, vilka är tungrodda processer som tar lång tid. Detta leder till att många sjukhus har utdaterade system som inte tjänar organisationernas bästa. Genom att anskaffa mindre, fristående system kan mottagligheten för de senaste teknikerna ökas, och med denna kan även en ökad effektivitet av administrativt arbete uppnås, till låg risk och med möjlighet till effektiv implementation. Av dessa anledningar har denna studie undersökt vilka problem som kan förväntas vid utveckling av sådana system, och hur dessa problem kan överbryggas. Studien utfördes på Kliniken för Rekonstruktiv Plastikkirurgi på Karolinska Sjukhuset i Solna. Vi använde oss av aktionsforskning, och utvecklade, implementerade samt utvärderade ett stödsystem för schemaläggningsprocessen på kliniken. Studien består av tre faser: en explorativ fas, en design- och implementationsfas, samt en utvärderingsfas. Resultaten visar på att de problem som kan förväntas när man utvecklar ett fristående system för en specialiserad kirurgklinik är: 1) att hierarkier inom personalstyrkan kan leda till att utformningen av system inte accepteras, och att system inte bistår alla intressenter, 2) att organisationens komplexitet gör det svårt att identifiera de underliggande problemen, och definiera ändamålsenliga målsättningar för utformningen av systemet, och 3) att kombinationen av 1 och 2 hindrar en ömsesidig förståelse för utformningen av systemet, de problem som finns, och hur man kan lösa dem. Vidare visar denna studie att problemen kan överbryggas genom att använda metoder för deltagande design, användarcentrerad design och en modell för synsätt kallad computer supported collaborative work under designprocessen. Vidare tillhandahåller studien riktlinjer för hur dessa metoder och synsätt kan användas för att uppnå en effektiv implementation.
67

Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems

Redfearn, Brady Edwin 09 February 2018 (has links)
As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers. To explore the MR interface and interaction space, this research employed a series of standard user-centered design (UCD) methods to rapidly prototype 3D head-worn display (HWD) systems in the first responder domain. These methods were performed across a series of 13 experiments, resulting in an in-depth analysis of the most effective methods experienced herein and providing suggested paths forward for future researchers in 3D MR HWD systems. Lessons learned from each individual method and across all of the experiments are shared. Several characteristics are defined and described as they relate to each experiment, including interface, interaction, and cost. / Ph. D.
68

Development and validation of an integrated model for evaluating e-service quality, usability and user experience (e-SQUUX) of Web-based applications in the context of a University web portal

Ssemugabi, Samuel 01 1900 (has links)
Text in English / Developments in Internet technology and pervasive computing over the past two and half decades have resulted in a variety of Web-based applications (WBAs) that provide products and services to online users or customers. The Internet is used not only to transfer information via the web but is increasingly used to provide electronic services including business transactions, information-delivery and social networking, as well as e-government, e-health and e-learning. For such organisations, e-service quality, usability and user experience are considered to be critical determinants of their products’ or services’ success. Many studies to model these three concepts separately have been undertaken as part of broader studies of software quality or service quality modelling. However, to the current researcher’s knowledge, none of the studies have focussed on proposing an evaluation model that integrates and combines the three of them. This research is an effort to fill that gap. The primary purpose of this mixed-methods research was to develop a conceptual integrated model for evaluating e-service quality, usability and user experience (e-SQUUX) of WBAs and then contextualise it to evaluation of a University web portal (UWP). This was undertaken using an exploratory sequential research design. During a qualitative phase, an extensive extensive systematic literature review of 264 relevant sources relating to dimensions of e-service quality, usability and user experience, was undertaken to derive an integrated conceptual e-service quality, usability and user experience (e-SQUUX) Model for evaluating WBAs. The model was then empirically refined through a sequential series of validations, thus developing various versions of the e-SQUUX Model. First, it was content validated by a set of four expert reviewers. Second, during the quantitative phase, in the context of a University web portal, a questionnaire survey was conducted that included a comprehensive pilot study with 29 partipants, prior to the main survey. The main survey data from 174 particiapants was used to determine a validated model, using Exploratory factor analysis (EFA), followed by producing a structural model, using partial least square – structural equation modelling (PLS-SEM). This version consisted of the components of the final e-SQUUX Model. Consequently, the research enriches the body of knowledge on IS and HCI by providing the e-SQUUX Model as an evaluation tool. For designers, developers and managers of UWPs, the model serves as a customisable set of evaluation criteria and also provides specific recommendations for design. In line with the Exploratory sequential design of mixed methods research, the findings of the qualitative work in this research influenced the subsequent quantitative study, since the potential Likert-scale questionnaire items were derived from the definitions and meanings of the components that emanated from the qualitative phase of the study. Consequently, this research is an exemplar for developing an integrated evaluation model for specific facets or domains, and of its application in a particular context, in this case, a University web portal. Keywords: e-service quality, usability, user experience, evaluation model, integrated model, exploratory factor analysis, partial least square – structural equation modelling (PLS-SEM), mixed methods research, Exploratory sequential design, quantitative study, qualitative study, validation, Web-based applications, University web portal / Information System / Ph D. (Information Systems)
69

Läkemedelssökning i vårddokumentationssystem : En användarcentrerad utveckling av läkemedelssökning i vårddokumentationssystem

Kvarnström, Mattis, Karlström, Daniel January 2010 (has links)
<p>This thesis examines the problems related to IT in the Swedish healthcare system, specifically the drug searching part of the electronic healthcare systems used in Sweden. The question formulation is divided into two questions: What parameters and functions are of greatest importance when performing a search on drugs, and how should these be presented in a graphical user interface? Thus the purpose is to answer these questions through developing a design concept, in the form of a prototype, which describes how a drug search can be carried out.</p><p>The entry point is a central quality checked drug database that is managed and owned by Swedish county councils and regions. The problem is attacked through user-centered methods where interviews of physicians and developers, in conjunction with observations, are used to give an overview of the problem area as well as to specify a requirements specification for the prototype that this thesis aims to develop. The thesis result is a requirements specification in combination with a prototype that exemplifies how drug searching can be performed, the prototype is based the requirements gathered from the interviews with the user group of physicians.</p> / <p>Den här uppsatsen behandlar problematiken kring IT i vården och mer specifikt läkemedelssökningar i vårddokumentationssystem. Frågeställningen är uppdelad i två frågor: Vilka parametrar och funktioner är av störst vikt vid en sökning på läkemedel samt, hur bör dessa presenteras i det grafiska gränssnittet? Syftet är därav att besvara dessa frågor genom ett designkoncept, i form av en prototyp, som beskriver hur en läkemedelssökning kan gå till.</p><p>Ingångspunkten är en centralt kvalitetssäkrad läkemedelsdatabas som förvaltas av en organisation som ägs av Sveriges landsting och regioner. Problemet angrips med hjälp av användarcentrerade metoder där intervjuer av läkare och utvecklare används, tillsammans med observationer, för att ge en bild av problemområdet samt för att ställa upp krav på den prototyp som denna uppsats ämnar framta. Uppsatsens resultat är en kravspecifikation i kombination med en prototyp för hur läkemedelssökning kan gå till baserat på krav extraherade ur intervjuer med en användargrupp bestående av läkare.</p>
70

Mulheres ma computação: percepções, memórias e participação de estudantes e egressas / women in computing: students and graduates perceptions, memories and participation

Castelini, Pricila 02 February 2018 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Pesquisas do Instituto Nacional de Estudos e Pesquisas Educacionais (INEP), Censo da Educação Superior, Teses e Dissertações, apontam que os cursos de graduação na área de Computação são os com menor número de mulheres matriculadas. Assim, para compreender quais os fatores para esta disparidade, foram propostas, nesta pesquisa, três oficinas com estudantes e egressas de cursos da área de computação de uma universidade federal: a primeira foi uma atividade presencial com estudantes da área de Computação para entender as percepções e memórias destas pessoas; a segunda também foi uma atividade presencial com este mesmo intuito, porém, com egressas de Bacharelado em Sistemas de Informação (BSI) e Engenharia de Computação (EC); e a terceira, um espaço virtual para promover a participação e discussão sobre as memórias das egressas. Para essas três oficinas, utilizou-se uma prática de Design Participativo (DP), a Oficina de Futuro. O Design Participativo proporcionou que cada uma das atividades tivesse o desenvolvimento conduzido de forma diferente, pois a proposta de DP permitiu que as práticas fossem organizadas colaborativamente pelos participantes, o que difere dos dados obtidos por questionários, por exemplo. Os resultados destas aproximações trazem as percepções e memórias de estudantes e egressas sobre a participação de mulheres na área de Computação. Estes resultados encaminham que cabe à sociedade e à comunidade acadêmica promover discussões para a implementação de política de cotas para gêneros, promover mudanças, apontando para a igualdade de gênero, no ambiente escolar, no mercado de trabalho e nos papéis sociais. / In researches of National Institute for Educational Studies and Research (NIES), Higher Education Census, Theses and Dissertation, it was observed that undergraduate courses in Computing are those with fewer women enrolled. Accessing such information identifies that quantify data about women participation in Computing area is insufficient. Thus, to comprehend which factors to this disparity has proposed three workshops: first face-to-face workshop with students of Computing area; second also a workshop, however, with recent grads of Bachelor of Information Systems and Computer Engineering; and third a virtual space for collaboration on topics that involve the women participation in Computing, remote mode, in corais.org plataform, three workshops were with students and recent grads from the same Institution – Federal Technological University of Paraná – in Curitiba. The three workshops used Participatory Design (PD) practice - future workshop, however in each of them the development was different, because (PD) allowed that participants organized the approach collaboratively. The results bring perceptions and memories of students and recent grad about women participation in Computing, and these results point out that is up to society and to University, to promote discussions to implementing genre quotas, changes since childhood, at school, and the participation of parents and all the society; it is necessary to point to gender equality; labor market; opportunities; destruction of gender categories and the development of public policy for equity.

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