Merged realities – events and issues for virtual worlds

1. Car manufacturer Ford has started using a virtual human to improve the ergonomics of its manufacturing plants.

2. In a month’s time, Second Life’s 7th Birthday celebrations kick off.

3. I hadn’t stumbled across the world of Tinier Me until received a press release from their PR company announcing the debut of “popular Japanese anime character, Gloomy Bear”. Now you know.

4. Crisp Thinking, the company behind the NetModerator platform for MMOs / virtual worlds, has announced multi-language support with the addition of French, German, Spanish, Portuguese, Dutch and Russian. Chinese (Cantonese), Chinese (Mandarin) and Korean are on the way as well.

5. Prolific machinima creator Draxtor Despres has created a nice overview of an upcoming iteration of the Amputee Virtual Support System on the SL Enterprise platform:

Body image study: last chance for participation

Back in January we promoted a study being undertaken by Doctorate student Jon-Paul Cacioli on body image in virtual worlds (the study participants need to be aged 18 or over and be male). Click here for the survey link

The response over recent months has been good be Jon-Paul needs a few more people to take part in the survey:

We have introduced an amazon gift voucher of $100 which will be randomly drawn from all participants who entered after data analysis is complete. If individuals have already entered prior to the prize they can email me at jcaci@deakin.edu.au and I will add them to the draw.

Thanks for your help

So why not jump in and assist in developing the body of knowledge in an area we all know fairly well – the results could be interesting to say the least.

Immersion and the Conceptual Hump

I’m obviously biased in my assessment of Tateru Nino: she is a contributing writer for this publication and I’m already convinced she’s one of the world’s best virtual worlds observers.

Articles like this one are why I believe that. It’s a superb piece on immersion and how that can be hard to achieve until those first few frustrating hours of getting to know a virtual environment are overcome: the Conceptual Hump. Take a few minutes to read the whole thing, and appreciate my frustration at not being able to command more of Tateru’s time 😉

Speaking of which – a book review from Tateru is incoming in the next few days. If there’s something you’d like her or I to review, do drop us a line.

The Watch – virtual worlds in the news

1. Edmonton Journal (Canada) – City leads Second Life in virtual world. “Here’s a surefire way for Daryl Katz to get the arena he wants. Join Second Life. Edmontonians, including Katz, may soon be able to revisualize the city the way they see fit when Edmonton goes virtual later this summer in Second Life. In the 3-D virtual world of Second Life, users create avatars that interact with each other just like they would in real life. They clock in hours at work, catch up over coffee, go shopping, and even buy land, which they can build up to their exact specifications. Last week, Edmonton’s chief information officer Chris Moore announced via Twitter that the city is partnering with local media design company Christie Communications and Second Life maker Linden Lab to bring Edmonton into Second Life.”

2. Ars Technica (USA) – Sociologists invade World of Warcraft, see humanity’s future. “In their continued quest to plumb the mysterious depths of human interactions, some sociologists have stopped watching people—and started watching their avatars. And the US government is paying them to do it. While playing World of Warcraft and traipsing through Second Life might not sound like traditional academic disciplines, they are increasingly important for research into virtual communities. This burgeoning subdiscipline even has its own publication, the Journal of Virtual Worlds Research. What gets studied? Gold farming, “goon culture,” griefing, entrepreneurial activity, intimacy, even “The Visual Language of Virtual BDSM Photographs in Second Life,” which appeared in the most recent issue of the journal.”

3. nextgov (USA) – Virtual Worlds — Virtually? “Today I’m covering the Federal Consortium for Virtual Worlds conference here in Washington. Sure, it’s being held just a few miles away from Nextgov’s offices, but I decided to try attending the conference about virtual worlds virtually. I had high expectations for this experience — after all, isn’t Second Life, one of the more widely used platforms for virtual interaction, cool?”

4. ZDNet Asia (Singapore) – Second Life can find niche in virtual events. “Virtual world pioneer Second Life can leverage its 3D environment to explore niche markets such as virtual event hosting in the face of competition from specialty virtual worlds, said a Forrester analyst. In an e-mail interview, TJ Keitt, analyst at Forrester research, said Linden Lab’s Second Life will not disappear anytime soon. However, it is facing stiff competition from specialty virtual worlds such as Disney-owned Club Penguin and Habbo Hotel, as well as business-targeted virtual worlds Teleplace and ProtonMedia. Keitt believes Second Life will be able to find its niche as an avenue for virtual events. Virtual event hosting is an emerging market which was spurred on by the recession’s effect on business travel, and is currently led by On24 and InXpo.”

5. Virtual Worlds News (USA) – Virtual World Web Reaches 25,000 Virtual Worlds. “This week Utherverse announced that the 25,000th virtual world had been created for its Virtual World Web platform. The Virtual World Web is a network of independent, user-created virtual worlds developed using standard platform tools and content libraries provided by Utherverse. CEO Brian Shuster says that the Virtual World Web was designed with replacing the traditional (or “flat”) Web in mind and is well on its way to doing so. Shuster compared the current state of the Virtual World Web to the state of the Web in roughly 1994 or 1995, when online commerce was in its infancy and most sites were run for the Webmaster’s entertainment. He believes that the “Worldmasters” building out the Virtual World Web are at the same point, despite the platform launching only last September. He attributes the network’s accelerated rate of growth to Utherverse’s toolset and massive library of objects, textures, and regions. Both were developed over the course of five years. ”

6. Tech News World (USA) – Where Have All the Avatars Gone? “Many have already written eulogies for the virtual worlds. Dead, they claim; the avatar is dead in the corporate realm. But the truth reads like the “Star Trek” script for the “The Trouble with Tribbles” episode: just because you don’t see them, doesn’t mean they are not breeding like mad in a closed grain bin. Without doubt, many corporations are indeed tribbling their avatar action. “The ease with which entities can close off public access in Second Life makes it difficult to know exactly what might be going on behind closed boardroom doors with regards to their presence in Second Life or other virtual worlds,” Shenlei Winkler, CEO of The Fashion Research Institute, told TechNewsWorld. Winkler is also author of Shengri La Spirit: A Designer’s Perspective of the Making of OpenSim on content licensing for virtual goods, virtualization of enterprise in immersive workspaces, OpenSim enterprise application development, and user immersion in virtual worlds. A successful designer, her real-life apparel designs have now reached more than US$70 million in sales . Her couture work has appeared on stage, movie screens and in Second Life.”

7. New York Times (USA) – Club Penguin Misses Goals, Giving Disney a Half-Price Deal. “Club Penguin, the subscription-based online community acquired by the Walt Disney Company in 2007, has failed to meet profit targets that were tied to $350 million in payouts to the Web site’s creators. Disney’s purchase of Club Penguin was valued at $700 million, with half of the total paid up front and half coming in two payments based on unspecified growth thresholds. Disney disclosed in a Securities and Exchange Commission filing last May that Club Penguin had missed the first target. On Wednesday, the company confirmed that the Web site did not meet the second one.”

8. VentureBeat (USA) – Rocktropia virtual world for music lovers debuts. “If you can’t get enough rock and roll in your life, you might want to go live in Rocktropia. That’s the new virtual world for rock music lovers that is debuting today. It’s a world where you dress up like a rock star, immerse yourself in rock lore, explore a rock-inspired landscape, and go listen to live events. Building a virtual world in the age of social networks such as Facebook may seem antiquated. But Jon Jacobs, creator of Rocktropia, believes that virtual worlds will become popular again once the Facebook crowd moves on to something new. “I think that high-end 3D virtual environments will be the next step,” said Jacobs. “Our platform has all of the features of a social network. It has immersive storytelling, and is an entertaining game.”

9. Hypergrid Business (Hong Kong) – How open are virtual worlds? “There are three ways in which a particular platform or service can be considered to be “open.” One is whether it runs on multiple systems, or is locked into a system from one particular vendor. For example, Apple’s Leonard operating system only runs on Apple computers. The Windows operating systems, by comparison, can be installed just about anywhere. The Wii Sports game only runs on the Nintendo Wii. Microsoft Word can run — sometimes with emulators — on pretty much any machine out there.”

10. VentureBeat (USA) – Woozworld raises $3M to expand virtual world for tweens. “Woozworld has raised $3 million in a first round of funding for a tween-focused virtual world. The Montreal-based company is spinning off from parent Tribal Nova so that it can concentrate on building a world for tweens, a age group which embraces kids aged 9 to 14. Investors included Canadian venture firms Inovia Capital and ID Capital. Woozworld already has 350,000 members and a million user-generated virtual places after launching in December. The product lets tweens build worlds where they can engage with their peers, design their own spaces, set up activities, and manage a business. Previously, Tribal Nova was focused on developing a virtual world for children dubbed Kid Studio.”

Weekend Whimsy

1. Amy Speace, Step out of the Shade

2. Second Life Episode 8 – Entourage Of Giant Snails

3. Second Life : Boeing 737

UWA Art Competition: April Winners

The relentless creative behemoth that is the University of Western Australia’s 3D Art & Design Challenge continues its journey, with another large number of entries and interesting judging results. The full results can be read below, but the other noteworthy aspects are the creation of the UWA-BOSL Amphitheatre, a space “dedicated for not-for-profit Art, Education & Charity events”, the creation of a Science and Art competition in partnership with some Italian academics, and the selection of UWA’s Second Life presence as one of 100 treasures for a book to published as part of the UWA’s centenary celebrations.

I’ve said it before and I’ll probably say it a lot more times, the UWA presence in Second Life would have to be one of the most dynamic, inclusive and expansive virtual worlds projects around. The yearly judging on the art competition is going to be one large challenge and it’s a privilege to be involved.

Also, Iono Allen has created a great machinima showcasing all the April winners:

For the dedicated, here’s the full announcement of the April winners:

Julez torments IMAGINE! Lili pips Nyx at the line: April Winners of the UWA 3D Art & Design Challenge

A chilling work where a demon captures your soul, by Julez Odigaunt has taken the top IMAGINE Arts prize ($L5,000) for the April round of the UWA 3D Art & Design Challenge. The piece, JULIA’S MAGIC MIRROR – DEMON, beat out an amazing field of 67 international artists, including past IMAGINE winner Glyph Graves who took out 2nd prize with his incredible immersive work, ORGANIC RECURVE. Meanwhile in the FLAGSHIP building design challenge Lili Field’s EYE OF THE BEHOLDER managed to stop an unprecedented 5th win for Nyx Breen, whose UWA AxS Lab was pipped at the post into 2nd place.

Going one better than her runners-up prize in the March round, Julia said, “What a great honor! I was quite shocked. The initial Mirror was inspired by a dark yet whimsical gypsy circus which Atomic Gaffer built. Then i decided to go darker, more haunting and it is the exact reaction that I aimed for that folks received when they interacted with the mirror. Thank you UWA for this wonderful honor and acknowledgment.”

Following the announcements yesterday at the traditional winners announcement party at the UWA SIM, Lili was shocked at her win, and the ever gracious Nyx said, “Once again UWA is an exciting wonderful experience all should partake in. To the artist and builders a wonderful job.”

Two-thirds into the year long challenge, the judging panel had a very tough time of it with amazing pieces across the board. Sharni Azalee, whose piece, THE ABYSS, won the non-scripted prize said, “A woman’s handbag, the mystifying abyss, where the bravest of men fear to tread. I was honored to receive the award for non scripted exhibit and overjoyed that so many men took the challenge and entered the dark realms of a woman’s handbag 😉 it’s ok, we wont make u carry them :). Thank you to all at UWA, your support and encouragement has allowed me to find a place that I can express myself in a way I never knew possible.”

“I would like to thank the Academy… oh sorry. wrong award. I’m humbled and thankful and now I’m motivated to try to top this work.”. said the Wizard Gynoid, ever the joker in romping her way to the Honourable Mention Prize for Synchronicity with her piece ANIMATED E8,

Italian artist Gleman Jun (Honourable Mention : 10 SECONDS OF SL), on the other hand was philosophical, “Creation becomes art only when it meets the recognition by those who appreciate it. Wining this prize means discovering that one has taken the right path towards the realization of oneself.”

Samara Borkotron and Gumby Roffo were the winners of the$L4,000 Casey Prize (artworks representing an aspect of Western Australia) for March and for April, while The People’s Choice Award was won by the effervescent Miso Susanowa, and her LADY WITH FAN. “I am very honored that my Lady, who danced into my world, pleases so many people as she did me when I saw her first in a single prim. I am also honored to be among such great artists and the wonderful and heartening work and support of Jayjay, Quadrapop and the UWA for all artists.”

Other winners include Ivy Lane, Daco Monday, Maya Paris and Glamorama Flux (whose work ART ATTACK was the first ever piece she has had on display)

Some other exciting developments with the UWA presence were announce at the awards ceremony. First of all, the Universiy of Western Australia in RL celebrates its centenerary in 2011. For this 100 year anniversary, a special hard cover glossy book is being produced called ‘UWA’s 100 Treasures’ and the ‘UWA presence in Second Life’ has been selected to be one of those treasures!

Also on the 8th of May 2010, the UWA-BOSL Amphitheatre. a space dedicated for not-for-profit Art, Education & Charity events was officially launched. Built by Patch Thibaud, this beautiful new venue has been set up jointly by Best of Second Life (BOSL) and the Unversity of Western Australia (UWA) as part of UWA’s and BOSL’s aims of community service and support of Education and the Arts.

This space will be available free of charge for anyone wanting to organize such events.

Taralyn Gravois has been appointed as Director of the UWA-BOSL Amphitheatre. She has run a 4 SIM theatre in the past, and has a deep love and respect for the arts. In RL she was an award winning television producer for more than a decade. Anyone wanting to run events at the theatre, please contact her.

A partnership has also been formed between UWA, Second Physics and SL Art and Experience Italy for a Science & Art Competition for which registrations close on the 12th of May. The Competition aims to create artworks that communicate scientific concepts, with this first edition devoted to Physics. This is very important to UWA, as the UWA’s SL project is led by the School of Physics. Anyone interested in taking part do send registrations to Majorie Fargis by the 12th of May. Professor Franco Fabbri (RL), a Visiting Scientist at CERN who works on elementary particles, is one of the key people behind this effort.

The University of Western Australia would like to thank the Cultural Precinct at the University of Western Australia, ShedworX.com, the Casey Family of Western Australia, www.etshirts.com, MidnightRain Glas, Sasun Steinbeck, Galea Yates, Tranguloid Trefoil, Lowell Cremorne & Phillip Vought for their continued support of the UWA3D Art & Design Challenge

WINNERS OF THE APRIL ROUND OF THE UWA 3D ART & DESIGN CHALLENGE

IMAGINE CHALLENGE – 3D ART

Imagine Challenge 1st Prize: ($L5,000 + Custom T-Shirt)
JULIA’S MAGIC MIRROR – DEMON by Julez Odigaunt

Imagine Challenge 2nd Prize: ($L1,250)
ORGANIC RECURVE by Glyph Graves

Best Non-Scripted Entry: ($L1,250 + Custom T-Shirt)
THE ABYSS by Sharni Azalee

FLAGSHIP CHALLENGE – BUILDING DESIGN
Flagship Challenge 1st Prize : ($L5,000)
EYE OF THE BEHOLDER by Lilli Field

Flagship Challenge 2nd Prize : ($L1,250)
AxS GALLERY by Nyx Breen

Honourable Mention Prize for GATEWAY TO THE SOUL (L$500)
10 SECONDS OF SL by Gleman Jun

Honourable Mention Prize for SYNCHRONICITY (L$500)
ANIMATED E8 by The Wizard Gynoid

Honourable Mention Prize for CHARITY (L$500)
HELPING HANDS by Ivy Lane

Honourable Mention Prize for COLOUR (L$500)
LUCE E COLORI by Daco Monday

Honourable Mention Prize for TEXTURE & INTERACTION (L$500)
NIGHT BIRD by Maya Paris

THE ANTON MESMER Honourable Mention Prize (L$500)
ART ATTACK by Glamorama Flux

CASEY PRIZE – MARCH (L$4,000)
JUXTAPOSED by Samara Borkotro

CASEY PRIZE – APRIL (L$4,000)
ROUND HOUSE by Gumby Roff

PEOPLE’S CHOICE AWARD (L$500):
LADY WITH FAN by Miso Susanowa

ME/CFS Awareness Art Exhibition

In late March we profiled some work being done by Australians in regards to Myalgic Encephalomyelitis/Chronic Fatigue Syndrome (ME/CFS).

That work has continued, with the launch of an art exhibition occurring this Wednesday May 12th, 6-8pm SL time (11am – 1pm Thursday 13th AEST).

All the works exhibited are by people living with ME/CFS. To have a closer look for yourself, here’s where to go or you can view some pictures of the exhibition space here.

The picture leading this post is an example of the excellent work on show, so take the time to visit if you can.

The Watch – virtual worlds in the news

1. Wall Street Journal (USA) – Q&A: A Real Study of Virtual Worlds. “Students of Ulrike Schultze might know her better by her Second Life avatar, Uskla. That’s because the Southern Methodist University Cox School of Business professor utilizes the online game to connect to her students in an unusual way. Ms. Schultze, who teaches management and information technology, leads both an online and physical classroom — students have the option of attending either or both. But for her, Second Life goes beyond being a teaching tool. Ms. Schultze explored the avatar-self relationship with a paper she presented at the 30th International Conference on Information Systems in Phoenix back in December. With her research, funded by the National Science Foundation, she will write a series of papers that look into the different aspects of these avatar-self relationships.”

2. Nextgov (USA) – Virtual Worlds on the Rise. “In her blog on Thursday, Paulette Robinson, the assistant dean for teaching, learning and technology at the National Defense University, posted an item on Thursday about her effort to create a group in the federal government to talk about the use of virtual worlds in the federal government. It started out slow she said, but now the Federal Consortium for Virtual Worlds has 1,600 members – and a conference starting May 13.”

3. BizReport (USA) – InXpo’s new suite integrates social, gaming, virtual worlds‎. “We are witnessing an important shift in how organizations connect with their customers and their own people,” said Chris Meyer, Executive Vice President of Sales & Marketing, InXpo. “By incorporating these three transformative technologies – virtual, games and social media -in our powerful virtual platform, organizations have entirely new ways to connect people, foster education and improve productivity, all within a single virtual environment.” With the suite of tools, marketers could engage the attendees of a virtual conference by placing an interactive social or gaming widget in one of the virtual rooms. Visitors then click to use the tool and can share information on the products or services through their own social networks. ”

4. CNET (USA) – Measuring the sales of virtual goods. “New data from PlaySpan, a provider of payment and monetization solutions for online games and virtual worlds, shows that digital and virtual goods purchases are going global, and that revenues can be tracked to better ascertain the size of the market. It’s estimated that virtual goods will generate $1.6 billion in the U.S. in 2010. Some predict that sales of digital goods will account for 20 percent of gaming revenue by 2011. As part of analyzing which players and geographies drive the most revenue, PlaySpan has settled on a metric of average revenue per paying user (ARPPU), similar to how mobile phone companies measure customer value.”

5. Gamasutra (USA) – Offerpal Launches Cross-Game, Cross-Platform Currency. “Social media and gaming ad company Offerpal Media announced the beta launch of GamePoints.com, a site where users earn points for taking part in offers redeemable for virtual currency in hundreds of games and different social networks. The site works similar to current systems, in which players earn free virtual currency in a specific social game by completing surveys, signing up for trial subscriptions, and taking part in other ad offers. GamePoints.com, however, adds an extra step that allows users to redeem Game Points in more than 1,500 games and apps across various social networking platforms, virtual worlds, MMOs, and other gaming sites.”

6. Brisbane Times (Australia) – Split Screen: The game of love. “On my first trip to the land of the rising sun, I couldn’t resist buying a Japanese dating game. At the time Konami was revered for Metal Gear Solid, but made more yen from dating simulations. After playing the game Forever With You, it was difficult to understand why. Your bedroom was (fittingly) your base for the game, and from here you would select icons to perform actions like schooling, working out, preening yourself in front of the mirror, and sleeping – activities presumably undertaken to make yourself more attractive to the opposite sex. Yet strangely, I could never find icons for popping pimples, getting insider tips from Cosmo or Dolly magazines, or showing off on the monkey bar in the playground. And unfortunately, when I finally summoned up the courage to use the telephone icon, my potential date sounded suspiciously like a bloke. ”

7. CNET (USA) – Class action lawsuit targets Second Life. “A number of paying users (or “residents”) of virtual world Second Life have filed a class-action lawsuit against the company and its founder, Philip Rosedale. Their complaint: The terms of virtual property ownership have changed, and residents were forced to agree to a new terms of service that eroded their ownership rights to virtual property and goods. In fact, the suit filed on April 15 claims, the promises of “ownership” were empty in the first place. Through extensive marketing, Second Life parent company Linden Lab, with Rosedale as its spokesman, “lured consumers across the United States to invest real money into (Second Life) by promising those users that they would own the virtual land and property they purchased as well as the content they created,” the terms of the suit allege.”

8. VentureBeat (USA) – Blizzard predicts biggest year ever with Starcraft II and World of Warcraft Cataclysm. “Mike Morhaime, the president of Activision Blizzard’s Blizzard Entertainment division, said the coming release of Starcraft II: Wings of Liberty was the company’s “most ambitious” in history. Add to that the release of World of Warcraft Cataclysm, and the two games are going to give Blizzard a license to print money. ”We are poised to have our biggest year ever,” Morhaime said. Starcraft II launches on July 27 in 11 languages across five continents, while Cataclysm, which is an add-on pack for the World of Warcraft online game, is coming later in the year. The company made the comments on its quarterly financial call today.”

9. New York Times (USA) – Avatars Go to School, Letting Students Get a Feel for the Work World. “Even as work crews and scientists mobilized over a huge oil spill in the Gulf of Mexico, high school students in this city were hard at work cleaning up another spill — in the virtual world. Students like Christian Lopez jumped into an elaborate video game, called Spill, in which they assumed on-screen identities known as avatars to run cleanup efforts for the mayor of New City. The game, devised to help students sharpen their business acumen and skills, was rolled out in more than 750 schools across the country as part of a business contest in March and April.”

10. Telepresence Options (USA) – Beaming Into the Big Meeting. “Fallout from a recession and ash from a volcano drove more companies than ever to try videoconferencing. Once the skies clear on both fronts, will it be time to plan more business trips or will virtual meetings continue to get the job done? As a technology consultant for the IBB Consulting Group, Justin Forer of Miami takes 100 to 150 flights a year and also participates in one to four audio or video conferences a day. His answer? “I do believe you can get quite a bit done via teleconferencing” — especially things like project updates and clarifications. But when it comes to creating strategies, general brainstorming or generating new business, a trip is better, he said. He sees videoconferences as just another tool in his arsenal of business interactions.”

Weekend Whimsy

1. The Worst of Second Life – Episode 1

2. Time-lapse Ahern Mandala Second Life

3. ICS Ballet’s Mist II(Bolero) in Second Life

Metaverse Reader 2.0 launches

Back on the 9th March we were pretty thrilled to announce the launch of the first version of our Metaverse Reader application for iPhone / iPad / iPod Touch. Since that time, we’ve been working hard at creating version 2.0 and it’s now live on the iTunes App Store.

What’s new?

Probably the most exciting feature of this version is the better browsing experience in the ‘Wider Metaverse’ section: there are now news categories, with each virtual worlds news feed falling under one or more of the categories. Aside from making it easier to browse, it also makes adding more sites to the app easier. If you run a blog / news site related to virtual worlds and want to be added, just drop us a line and we’ll assess what we can do for you.

The other key improvement is in-app browsing of full stories, including streaming content. Previously you had to exit the app to view these, so this is a big step up from version 1.0.

What is it?

It’s essentially an RSS reader with two sections. The first is our own RSS feed . The Second is a ‘Wider Metaverse’ section, which features a range of virtual worlds related feeds from around the world. The ‘Submit a Story’ section is purely a contact form if you want to make contact.

Here’s a quick demo:

Why wouldn’t I just use my RSS Reader?

For some, a broader RSS reader may indeed be preferable. However, we’ve had a lot of feedback that people like a quicker option of a handful of feeds easily accessed. The Metaverse Reader is exactly that. And at under 200KB in size, it’s also doesn’t take up much room.

Can I suggest a feed to add?

Absolutely – just contact us with the details.

Where do I get support for this app?

Right here.

Are there plans to expand the app?

Version 3 is already underway – if you have suggestions for improvement, we’d love to hear from you.

What does the app cost?

Nothing 😉

Who developed the application?

I do need to give a huge plug to the developer who created the application from the specification provided. Phillip Street is an Australian iPhone developer and contributing writer who happens to live pretty close to me. I couldn’t be happier with his responsiveness and price competitiveness and he’s now hard at work on version 3.0.

So if you have an iPhone, iPod Touch or have managed to be one of the world’s first iPad users, give the Metaverse Reader a whirl and critique away!

You can download it for yourself here

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