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Pick, Click, Flick!: The Story of Interaction Techniques/ Brad A. Myers

ACM Book collection III Available online

View online
Format:
Book
Author/Creator:
Myers, Brad A., author.
Series:
ACM books - Collection 3 ; #57.
ACM books, 2374-6777 ; #57
Language:
English
Subjects (All):
Pick, Click, Flick!(Computer Science).
Genre:
Electronic books.
Physical Description:
1 PDF (lxiv, 742pages) LuaTEX
Edition:
First Edition
Place of Publication:
[New York, NY, USA] : Association for Computing Machinery; [2024].
System Details:
Mode of access: World Wide Web
System requirements: Adobe Acrobat Reader
Contents:
List of Figures
List of Tables
Acknowledgments
Preface
Overview:
Who is this book for:
Use in classes:
2 Introduction 1
1.1 Importance of the Topic
1.2 What Are Interaction Techniques?
1.3 Formal Definitions
1.3.1 User and Designer
1.3.2 User Interface and Usability
1.3.3 Pointing Device
1.3.4 Input and Output
1.3.5 Graphical User Interface
1.3.6 Human-Computer Interaction
1.3.7 States and State Diagrams
1.3.8 Interaction Technique
1.3.9 Other Names
1.4 What Is Not an Interaction Technique?
1.5 Why Am I Writing this Book?
1.6 Value of Interaction Techniques
1.7 Need for New Interaction Techniques
1.8 Why Are Interaction Techniques Hard to Design?
1.8.1 Many Needs
1.8.2 Details of the Behavior
1.8.3 Abort, Cancel, and Undo
1.8.4 The Look
1.8.5 Localization and Internationalization
1.9 Organization of the Book
3 History of Desktop Devices
2.1 Introduction
2.2 Computer Hardware
2.2.1 Mainframes
2.2.2 Personal Workstations
2.2.3 Personal Computers
2.2.4 Other Devices
2.3 Display Technologies
2.4 Important Systems
2.4.1 Sketchpad, 1963
2.4.2 NLS, 1968
2.4.3 Xerox Alto, 1970s
2.4.3.1 Smalltalk, 1976
2.4.3.2 Bravo Text Editor, 1974
2.4.3.3 Various Drawing and Painting Programs, 1970s
2.4.3.4 Xerox Programming Environments, 1980-1981
2.4.4 VisiCalc, 1977
2.4.5 Spatial Data Management System, 1978
2.4.6 Xerox Star, 1981
2.4.7 Apple Lisa (1983) and Macintosh (1984)
2.4.8 IBM PCs (1981) and Microsoft Windows (1985)
2.4.9 Apple HyperCard (1987)
2.4.10 Alternate Reality Kit, 1986
2.4.11 NeXT, 1985-1997
2.4.12 SunWindows, NeWS, Andrew, X, OpenLook, and Motif
2.4.13 World Wide Web
2.5 Brief Overview of Human-Computer Interaction Technology
2.5.1 Interaction and Application Styles
2.5.1.1 Command Line Interfaces
2.5.1.2 Form Fill-in
2.5.1.3 Direct Manipulation of Graphical Objects
2.5.1.4 Window Managers
2.5.1.5 Drawing and Painting Programs
2.5.1.6 Text (Document) Editing
2.5.1.7 Spreadsheets
2.5.1.8 Hypertext and the World Wide Web
2.5.1.9 Computer-aided Design
2.5.1.10 Video Games
2.5.1.11 Gesture Recognition
2.5.1.12 Multimedia
2.5.1.13 3D
2.5.1.14 Virtual Reality and Augmented Reality
2.5.1.15 Computer-supported Cooperative Work
2.5.1.16 Natural Language and Speech
2.5.2 Implementation Techniques
2.5.2.1 User Interface Management Systems and Toolkits
2.5.2.2 Interface Builders
2.5.2.3 Component Architectures
2.6 Chapter Conclusion
4 History of Mobile Devices
3.1 Introduction
3.2 Definitions
3.2.1 Mobile Devices and Handheld Devices
3.2.2 Touchscreens and Touchpads
3.2.3 Palm-size Devices, Tablets, and Wearables
3.2.4 Pen Computing
3.2.5 Gestures
3.2.6 Handwriting Recognition and Hand Printing Recognition
3.2.7 Personal Digital Assistants
3.2.8 Mobile Phones, Feature Phones, and Smartphones
3.3 Calculators
3.4 Ubiquitous Computing
3.5 Pen Operating Systems
3.6 GRiDPad
3.7 Microsoft Pen Windows
3.8 Apple Newton
3.9 General Magic's "Magic Cap" OS
3.10 Early Wireless Phones
3.11 Early Smartphones
3.12 Wireless Networks
3.13 Palm
3.14 Windows CE, PocketPC, etc.
3.15 RIM Blackberry
3.16 Windows TabletPC
3.17 iPod
3.18 iPhone
3.19 Android
3.20 iPad
3.21 Chapter Conclusion
5 Pointing Devices
4.1 Introduction
4.2 Cursor and Selection
4.3 Mouse Buttons, Press, Hold, Click, Tap, and Drag-Definitions
4.4 Lightpen
4.5 Arrow Keys
4.6 Mouse
4.7 Joysticks and Trackballs
4.8 IBM TrackPoint
4.9 Graphics Tablets
4.10 Touchscreens
4.11 Remote Interaction
4.12 Dimensions for Pointing Devices
4.12.1 Direct versus Indirect
4.12.2 Absolute versus Relative
4.12.3 How Many States Are Supported?
4.13 Other Issues
4.14 Testing for Speed and Accuracy
4.14.1 Fitts' Law
4.15 Research About Pointing
4.16 Summary of the Considerations for Pointing
4.17 Chapter Conclusion
6 Scrolling and One-Dimensional Input
5.1 Introduction
5.2 Auto-Scroll
5.3 Knobs
5.4 Physical One-Dimensional Sliders
5.5 Keys and Physical Buttons
5.6 Scrollbars
5.6.1 Bravo's Scrollbar, 1974
5.6.2 Smalltalk's Scrollbar, 1977
5.6.3 Interlisp-D, Symbolics Lisp Machine, XDE Scrollbars, and Andrew, 1980-1984
5.6.4 Xerox Star (1981) and Viewpoint (1985)
5.6.5 Apple Lisa (1983) and Macintosh (1984) Scrollbars
5.6.6 Windows, OpenLook, and NeXT Scrollbars
5.6.7 Mobile Device Scrollbars
5.6.8 iPhone Scrollbars
5.6.9 Variations on Scrollbars
5.6.9.1 Showing Other Information in the Bar
5.6.9.2 Auto-Hide
5.6.9.3 Infinite Scrolling
5.7 Using a "Hand" to Scroll
5.8 Rate-Controlled Scrolling
5.9 Gestures for Scrolling
5.9.1 Flick-to-Scroll
5.9.2 One- and Two-Finger Scrolling
5.10 Sliders
5.11 Research on Scrolling and Sliders
5.11.1 Evaluating Scrolling Speed
5.11.2 Research on Scrolling and Sliders
5.12 Summary of the Considerations for Scrolling
5.13 Chapter Summary
7 Percent-done Progress Indicators
6.1 Introduction
6.2 History
6.3 Implementation
6.4 Variations
6.5 Design Considerations and Conclusions
8 Menus
7.1 Definitions
7.2 Different Categories of Menus
7.3 Dimensions
7.3.1 How Many Options Can Be Selected?
7.3.2 How Many and What Kind of Options Are There?
7.3.3 Fixed or Popup?
7.3.4 Invalid?
7.3.5 Cancellable?
7.3.6 Submenus
7.3.7 Graphic Design
7.3.8 Default Value?
7.3.9 Layout
7.3.9.1 Pie Menus and Marking Menus
7.3.10 Where the Menu Is Displayed
7.3.11 Behaviors
7.3.11.1 How Many States
7.3.11.2 Moving from One Item to Another
7.3.11.3 Pointer Operation
7.3.11.4 Keyboard Operation
7.4 Examples of Historical Menus
7.5 Research on How to Organize Menu Contents
7.6 Summary of Design Considerations for Menus
7.7 Chapter Conclusions
9 Text Entry and Editing for Computers and Handhelds
8.1 Introduction
8.2 Text Entry for Desktops
8.2.1 Typewriters
8.2.2 Chinese Text Entry
8.2.2.1 The Chinese Language
8.2.2.2 Chinese Keyboard Typing Methods
8.2.2.3 Chinese Text Input Interaction Techniques
8.2.3 Chorded Text Entry
8.2.4 Other Text Entry for Desktops
8.3 Text Entry for Mobile Devices
8.3.1 Hand Printing and Handwriting
8.3.2 Gestural Alphabets
8.3.3 Keypads
8.3.3.1 Multi-tap
8.3.3.2 T9
8.3.4 Small Physical Keyboards
8.3.5 Portable Chording Keyboard
8.3.6 Virtual Keyboards
8.3.6.1 Research on Virtual Keyboard Layouts
8.3.6.2 Gestures Over Virtual Keyboards
8.3.7 Text Entry on Wearables and Watches
8.4 Auto-Fill, Auto-Correction, and Autocomplete
8.4.1 Auto-Fill
8.4.2 Spell Checking and Auto-Correction on Regular Computers
8.4.3 Autocomplete on Regular Computers
8.4.4 Auto-Correction and Autocompletion on Mobile Devices
8.5 Measuring Text Entry Speed and Accuracy
8.5.1 Speed
8.5.2 Learning
8.5.3 Accuracy
8.5.4 Confounds from Auto-Correct and Autocomplete
8.5.5 Target Text for Testing
8.5.6 Summary of Speed and Accuracies of Popular Methods
8.6 Text Editing and Formatting
8.6.1 Brief History of Text Editing and Formatting
8.6.2 Editing Systems for Code
8.6.3 Text Editing Techniques
8.6.3.1 Moded versus Modeless Editing
8.6.3.2 Positioning the Text Cursor and Selecting Text on Desktops
8.6.3.3 Positioning the Text Cursor and Selecting Text on Mobile Devices
8.6.3.4 Operations for Editing
8.6.4 Multi-User Text Editing
8.7 Text Entry Widgets
8.8 Typeahead
8.9 Summary of Considerations for Designing New Text Entry Methods
8.10 Chapter Conclusions
10 Forms, Property Sheets, and Dialog Boxes
9.1 Introduction
9.2 Xerox Star Property Sheets
9.3 Apple's Dialog Boxes
9.4 Tabbed Dialog Boxes
9.5 Toolbars and Ribbons
9.6 Typical Built-In Dialog Boxes
9.7 Web Pages as Forms
9.8 Dialog Boxes on Mobile Devices
9.9 Research About Dialog Boxes
9.10 Summary of Design Considerations for Dialog Boxes
9.11 Chapter Conclusions
11 Creating, Selecting, and Manipulating Objects
10.1 Introduction
10.2 Syntax of Operations
10.3 Graphical Object Hierarchies
10.4 Creating New Objects and Painting
10.5 Selection of Graphics
10.5.1 Selecting One or Multiple Objects
10.5.2 Clicking on Objects
10.5.3 Selecting in a Region
10.5.4 Feedback for Selecting Objects
10.5.5 Selecting Pixels for Painting Programs
10.6 Specifying Position, Size, and Shape
10.6.1 Coordinate Systems
10.6.2 Global Parameters-Feedback and Aborting
10.6.3 Size and Position for Bounding Boxes
10.6.4 Size and Position for Lines, Curves, Polylines, and Freehand Scribbles
10.6.5 Grids
10.6.6 Snapping
10.7 Specifying Colors
10.8 Specifying Other Graphical Properties
10.9 Specifying Animations and Behaviors
10.10 Selection in Spreadsheets
10.11 Selections in Linear and Hierarchical Lists
10.12 Selection in Consumer Electronics
10.13 Brief History of Graphical Editing
10.14 Research in Selection and Editing Objects
10.15 Summary of Considerations for Selecting and Creating Objects
10.16 Chapter Conclusion
12 Desktop Metaphors, Window Managers, and Icons
11.1 Introduction
11.2 Definitions
11.3 A Brief History of Window Managers
11.4 Input Focus
11.5 Overlapping Windows versus Tiled versus Tabbed versus Single Window
11.6 Icons
11.7 Task Bar and Dock
11.8 Decorations for Individual Windows
11.9 Interaction Techniques for Windows
11.10 Collections of Windows
11.11 Alternatives
11.11.1 Zoomable User Interface
11.11.1.1 SketchPad
11.11.1.2 Spatial Data Management System
11.11.1.3 PAD, PAD++, and Jazz
11.11.2 Timeline Systems
11.11.3 The Open Data Model
11.11.4 Microsoft Bob
11.11.5 Other Organizations
11.12 Summary of Considerations for Desktops, Windows, and Icons
11.13 Chapter Conclusion
13 Interactions in 3D, Virtual and Augmented Reality, and Games
12.1 Introduction
12.2 Definitions
12.3 Why Are 3D-IxTs Difficult
12.4 Input Devices for 3D IxTs
12.4.1 1D and 2D Input Devices for 3D
12.4.2 Early 3D Position Sensors and HMDs
12.4.3 Early Tracking of the User's Fingers-Gloves
12.4.4 Tracking a Wand
12.4.5 Camera-Based Techniques
12.4.6 Input Techniques with Haptic Feedback
12.4.7 Other Sensors
12.5 3D Interaction Techniques
12.5.1 IxTs for Games
12.5.2 IxTs Using the Mouse
12.5.3 IxTs Using 3D Inputs
12.5.4 3D Widgets
12.6 Summary of Considerations for 3D Interactions
12.7 Chapter Conclusion
14 Ubiquitous Computing, Physical Widgets, Sensors, Wearables, and Internet of Things (IoT) 13.1 Introduction
13.2 Definitions
13.3 Turtles to Robots
13.4 Physical Objects
13.5 Wearables
13.6 Handheld Projectors
13.7 IoT
13.8 Summary of Considerations
13.9 Chapter Conclusions
15 Gesture Recognition
14.1 Introduction and Definitions
14.2 Advantages and Disadvantages of Gestures
14.2.1 Advantages
14.2.2 Disadvantages
14.3 Applications for Gestures
14.3.1 Gestures for Text Entry
14.3.1.1 Recognizing Sign Language Gestures
14.3.2 Gestures for Proofreading and Editing Text
14.3.3 Gestures for Object Entry and Editing
14.3.4 Gestures for Other Commands
14.4 Gesture Recognition Algorithms
14.5 Evaluating and Improving the Learnability and Accuracy of Gestures
14.6 Funny
14.7 Summary of Considerations for Gesture Recognition
14.8 Chapter Conclusions
16 Undo, Redo, Repeat, Cancel, Command History, and Macro Recording
15.1 Introduction
15.2 Definitions
15.3 History of Undo/Redo
15.4 Cancel or Abort
15.5 Unit of Undo
15.6 What Can Be Undone
15.7 Redo/Repeat
15.8 Undo/Redo Models
15.8.1 Single-level Undo
15.8.2 Multi-level Undo
15.8.2.1 Linear Model
15.8.2.2 Emacs Model
15.8.2.3 Tree Model
15.8.3 Selective Undo
15.8.3.1 Selective Undo by Region
15.8.3.2 Script Model
15.8.3.3 Inverse Model
15.9 The Back Button
15.10 Multi-user Undo
15.11 Scope of Undo
15.12 Implementing Undo and the Command Object Pattern
15.13 Macro Recording and Programming by Example
15.14 Summary of Considerations for Undo/Redo
15.15 Chapter Conclusions
17 Interaction Techniques for Help
16.1 Introduction
16.2 Status Bar
16.3 Tooltips
16.4 Autocomplete as Help
16.5 Help Modes
16.5.1 Ask About a Screen Item
16.5.2 Stencils
16.6 Considerations for Help and Chapter Conclusions
18 Interaction Techniques for People with Disabilities
17.1 Introduction
17.2 Related Concepts and Definitions
17.3 Kinds and Causes of Disabilities
17.3.1 Muscular Problems
17.3.2 Visual Impairment and Blindness
17.3.3 Deafness and Hearing Loss
17.4 Interaction Techniques Related to Disabilities
17.4.1 Adaptive Input Devices
17.4.2 Selecting Items by Scanning
17.4.3 Text Entry
17.4.4 Augmentative and Alternative Communication Devices
17.4.5 Brain-Computer Interfaces
17.5 Screen Readers
17.6 Adaptations Built into PC and Macintosh
17.7 Adaptations Built into Smartphones and Tablets
17.8 Web, App, and Consumer Electronics Accessibility
17.9 Summary of Consideration for Interaction Techniques for People with Disabilities
17.10 Chapter Conclusions
19 Intelligent Interfaces: Artificial Intelligence in Interaction Techniques, Speech Recognition, and Conversational Agents
18.1 Introduction
18.2 Definitions
18.3 Speech and Natural Language Interfaces
18.3.1 Kinds of Dialogs and What Can Be Said
18.3.2 How Users Provide Input
18.3.3 Feedback, Verifying, and Correcting
18.3.4 System Actions
18.4 Multi-Modal Interaction Techniques
18.5 Embodied Intelligent Agents
18.6 Algorithms and Machine Learning for Content Selection
18.7 Other "Intelligent" Interfaces
18.8 Challenges, Risks, and Controversy About Intelligent Interfaces
18.9 Summary of Considerations for Intelligent Interfaces
18.10 Chapter Conclusions
20 Formal and Informal Models, Metaphors, and Patterns for the Design of Interaction Techniques
19.1 Introduction
19.2 "Model"
19.3 Metaphors and UI Design Patterns for UIs
19.4 State Transition Diagrams
19.5 Input Device Models
19.5.1 Foley and Wallace (1974) and Chan (1984)
19.5.2 Buxton's Classification (1983)
19.5.3 Card, Mackinlay, Robertson Model (1990)
19.6 Pragmatic, Lexical, Syntactic, Semantic, and Conceptual Level Model
19.7 Human Performance Models
19.7.1 Keystroke-level Model
19.7.2 Goals, Operators, Methods, and Selection Rules
19.8 Other Models
19.9 Considerations for Models
19.10 Chapter Conclusions
21 Tools and Models for Using and Implementing Interaction Techniques
20.1 Introduction
20.2 Why Hard to Implement
20.3 Definitions
20.4 Why Tools Are Important
20.5 Toolkits and Frameworks
20.5.1 Look and Feel
20.5.2 Frameworks
20.5.3 Toolkit and Framework Class Hierarchies
20.5.4 Research Toolkits and Frameworks
20.6 Geometry and Layout Management
20.6.1 Absolute Layout
20.6.2 General Constraints
20.6.3 Layout Managers
20.6.3.1 Special Values for Coordinates
20.6.3.2 Special Kinds of Containers
20.6.3.3 Stretchy Spacers
20.7 Resource Files and Internationalization
20.8 Interactive and Graphical Tools for Building UIs
20.9 Interactive Prototyping Tools
20.9.1 Kinds of Prototyping Tools
20.9.2 Examples of Prototyping Tools
20.9.3 Research on Prototyping Tools
20.10 Automatic Creation from Models
20.11 Tools for 3D, AR/VR/XR Interactions
20.12 Models and Patterns for the Implementation
20.12.1 Early Models
20.12.2 Event Model
20.12.3 Listener Pattern
20.12.4 Interactors Model
20.12.5 Imaging Model
20.12.5.1 Retained Object Model
20.12.6 Model-View-Controller
20.12.6.1 Model-View
20.12.7 Document Model
20.13 Considerations for the Implementation
20.14 Chapter Conclusions
22 21 Methods for Designing and Evaluating Interaction Techniques
21.1 Introduction
21.2 Methods for Needs Finding
21.3 Methods for Design
21.3.1 Graphic Design
21.3.2 Prototyping and Implementing
21.4 Methods for Evaluation
21.4.1 Usability Evaluation
21.4.2 Controlled Experiments
21.5 Considerations and Chapter Conclusions
23 Legal Issues and Patents
22.1 Introduction
22.2 Copyrights
22.3 Trademarks
22.4 Trade Secrets
22.5 Patents
22.5.1 Patent Controversies
22.6 Considerations for Intellectual Property and Chapter Conclusions
24 Interview: Larry Tesler
23.1 Short Bio of Larry Tesler
23.2 User Studies-Stanford Card Stunt Program
23.3 Blank Screen Study
23.4 RCG User Study
23.5 Cut and Paste
23.6 Modeless Software and the Gypsy Text Editor-The Shift Away from Moded Software
23.7 The Gypsy Text Editor
23.8 Other Problems with Modes
23.9 Interaction Techniques at Apple
25 Interview: David Canfield Smith
24.1 Short Bio of David Canfield Smith
24.2 The Story of Icons
24.3 Pygmalion
24.4 Xerox Star
24.5 Techniques for Reducing System Commands
24.5.1 Universal Commands
24.5.2 Creation by Copying
24.5.3 Property Sheets
24.6 Other Star Designs
26 Interview: Bill Buxton
25.1 Short Bio of Bill Buxton
25.2 Interacting with Two Hands
25.3 Adjusting Values
25.4 Future
27 Interview: Norm Cox
26.1 Short Bio of Norm Cox
26.2 Visual Icon Design
26.3 Legal Consulting
26.4 Interaction Design for Scrolling
26.5 Mnemonic Gestures for Interacting with a Device
28 Interview: Dan Bricklin
27.1 Short Bio of Dan Bricklin
27.2 VisiCalc
27.3 Dan Bricklin's Demo
27.4 Chapter Conclusions
29 Interview: Bill Atkinson
28.1 Short Bio of Bill Atkinson
28.2 Initial Designs of the Lisa
28.3 HyperCard
28.4 General Magic
30 Interview: Bruce Horn
29.1 Short Bio of Bruce Horn
29.2 PARC and Smalltalk
29.3 Apple Macintosh
31 Interview: Rob Haitani
30.1 Short Bio of Rob Haitani
30.2 Casio Zoomer
30.3 Palm Pilot
32 Interview: Tandy Trower
31.1 Short Bio of Tandy Trower
31.2 Precursors to Microsoft Windows
31.3 Microsoft Windows 1.0, 2.0, and 3.0
31.4 Graphic Design
31.5 Microsoft's User Interface Design Group and Visual Basic
31.6 Windows NT and Windows 95
31.7 Microsoft Bob and the Windows Assistant
31.8 Other Microsoft Products
33 Interview: Loren Brichter
32.1 Short Bio of Loren Brichter
32.2 Pull-to-Refresh
32.3 Other Spring-Action Interactions
32.4 Pull-to-Refresh Patent
34 Interview: Don Hopkins
33.1 Short Bio of Don Hopkins
33.2 Definitions and Key Properties of Pie Menus
33.3 History of Pie Menus
35 Interview: Ted Selker
34.1 Short Bio of Ted Selker
34.2 Origins of the Pointing Stick
34.3 Refining the TrackPoint
36 Interview: Shumin Zhai
35.1 Short Bio of Shumin Zhai
35.2 Effective Text Entry Requirements
35.3 Origins of Shape Writing
35.4 ShapeWriter
35.5 Algorithms
35.6 Pixel Squeeze-to-Assist in Google Pixel 2 Phone
37 Interview: Gregg Vanderheiden
36.1 Short Bio of Gregg Vanderheiden
36.2 Personal History
36.3 Digital Affinity
36.4 Morphic
36.5 Accessibility Today and Tomorrow
36.6 Info-bot
36.7 Chapter Conclusions
38 Interview: Chris Harrison
37.1 Short Bio of Chris Harrison
37.2 Context
37.3 Using the Body for Input/Output
37.4 Increasing the Richness of Touch Interfaces
39 Interview: Julia Schwarz
38.1 Short Bio of Julia Schwarz
38.2 Devices
38.3 HoloLens 2 Interaction Model
38.4 HoloLens 2 Prototypes and Interactions
38.5 Mixed Reality Toolkit
38.6 Chapter Conclusions
40 Future of Interaction Techniques
39.1 IxT Class Projects
39.1.1 New Smartphone Interaction Techniques
39.1.2 New Smartwatch Interaction Techniques
39.1.3 AR, VR, and 3D Interaction Techniques
39.1.4 Wikipedia Entries
39.1.5 Comparison and Testing of Historical and Current Interaction Techniques
39.1.6 New Testing Methods
39.1.7 Parts of This Book
39.2 Other Important Future Work
39.2.1 UIs for Conversational Agents
39.2.2 Better Text Entry
39.2.3 IxTs for 3D and Virtual and Augmented Reality
39.2.4 Two-Handed Interfaces
39.2.5 Brain Interfaces
39.2.6 Other GUI IxTs
39.2.7 Open Data Model
41 Conclusions
Bibliography
Index
Author's Biography
Other Format:
Print version:
ISBN:
3617448
9798400709500
9798400709487
Access Restriction:
Restricted for use by site license.

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