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Displaying Results 251 - 275 of 2969 on page 11 of 119
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Using moodle to support a constructivist, problem-based approach to teaching and assessment
(2011)
Griffin, Joe
Using moodle to support a constructivist, problem-based approach to teaching and assessment
(2011)
Griffin, Joe
Abstract:
Professional Issues in Software Engineering (PISE) is a final year computer science module taught as part of the computer science degree at the University of Limerick. PISE focuses on the ethical, legal and social consequences of the design, implementation and use of computer and information systems. The pedagogy used in the module has traditionally been the group-based approach to teaching and assessment. However, the growth in the cohort from around 30 to 180 in the 1990s led to a need to consider using ICT to support this pedagogy as the volume of students and their interactions with the learning process produced unsustainable demands on the lecturer. There were a number of related drivers that also gave impetus to this study. These included: • Benefits of using collaborative learning pedagogy • Requirements for authentic learning experience • Need for virtual team skill development • Assessing individual contributions to group-based assignments • Countering plagiarism • Making l...
http://hdl.handle.net/10344/2936
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PACT: An initiative to introduce computational thinking to second-level education in Ireland
(2014)
Mooney, Aidan; Duffin, Joe; Naughton, Thomas J.; Monahan, Rosemary; Power, James F.; Ma...
PACT: An initiative to introduce computational thinking to second-level education in Ireland
(2014)
Mooney, Aidan; Duffin, Joe; Naughton, Thomas J.; Monahan, Rosemary; Power, James F.; Maguire, Phil
Abstract:
PACT (Programming ∧ Algorithms ⇒ Computational Thinking) is a partnership between researchers in the Department of Computer Science at Maynooth University and teachers at selected post-primary schools around Ireland. Starting in September 2013, seven Irish secondary schools took part in a pilot study, delivering material prepared by the PACT team to Transition Year students. Three areas of Computer Science were identified as being key to delivering a successful course in computational thinking, namely, programming, algorithms and computability. An overview of the PACT module is provided, as well as analysis of the feedback obtained from students and teachers involved in delivering the initial pilot.
http://eprints.maynoothuniversity.ie/5880/
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Do You See What I Mean? Computer-Mediated Discourse Analysis.
(2010)
Fitzpatrick, Noel; Donnelly, Roisin
Do You See What I Mean? Computer-Mediated Discourse Analysis.
(2010)
Fitzpatrick, Noel; Donnelly, Roisin
Abstract:
<p>Book chapter in <em>Critical Design and Effective Tools for E-Learning in Higher Education: Theory into Practice</em>. Hershey, PA: Information Science Reference. 2011.</p>
<p>This chapter explores a sociolinguistic approach to computer-mediated communication (CMC), by examining how higher education teachers use digital media to manage interpersonal interaction in their online courses, form impressions, shape and maintain relationships with their students. Previous studies have often focused on the differences between online and offline interactions, though contemporary research is moving towards the view that CMC should be studied as an embedded linguistic form in everyday life. The study of language in these contexts is typically based on text-based forms of CMC, (often referred to as computer-mediated discourse analysis). Within this, focus in the chapter is on the devising and implementation of pragmatic linguistics of online interactions; at...
http://arrow.dit.ie/ltcbk/24
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The SPARQL usage for mapping maintenance and reuse methodology
(2017)
MEEHAN, ALAN
The SPARQL usage for mapping maintenance and reuse methodology
(2017)
MEEHAN, ALAN
Abstract:
This thesis presents the SPARQL Usage for Mapping Maintenance and Reuse (SUMMR) methodology, which is for the support of performing maintenance and reuse of Linked Data mappings. The providers of Linked Data datasets have made a great effort in recent years to publish more Linked Data on the web. These datasets cover a wide range of knowledge domains. For some datasets, their knowledge domains overlap. Due to the de-centralised nature of their development, ownership and management they use heterogeneous vocabularies. This leads to diversity of vocabulary term representations and data instance representations for overlapping terms and instances. Mappings can be used to overcome these heterogeneities, but the creation of new mappings can be a difficult and time consuming task. Therefore, reusing existing mappings, to aid in the creation of new mappings becomes appealing to dataset maintainers. In addition datasets can change over time. These changes can effect existing mappings that r...
http://hdl.handle.net/2262/81715
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Data layout oriented compilation techniques in vectorization for multi-/many-cores
(2017)
Xu, Shixiong
Data layout oriented compilation techniques in vectorization for multi-/many-cores
(2017)
Xu, Shixiong
Abstract:
Single instruction, multiple data (SIMD) architectures are widely adopted in both general-purpose processors and graphic processing units for exploiting data-level parallelism. It is tedious and error-prone for programmers to write high performance code to utilize SIMD execution units on both platforms. Therefore, users often rely on automatic code generation techniques in compilers. However, it is not trivial for compilers to generate high performance code without considering the data layout of the data used in the computation. Data layout determines data access patterns, and in turn have a great impact on the memory performance of the automatically generated code for both CPUs and GPUs. In this thesis, we demonstrate several data layout oriented compilation techniques for efficient vectorization. We put forward semi-automatic data layout transformation to help users to easily change their program, and exploit the best possible data layout in terms of vectorization. Our proposed ve...
http://hdl.handle.net/2262/81727
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Hop.Skip.Jump.Games. The design, development, deployment and evaluation of video games to support locomotor acquisition in a classroom setting
(2017)
MC GANN, JAMIE
Hop.Skip.Jump.Games. The design, development, deployment and evaluation of video games to support locomotor acquisition in a classroom setting
(2017)
MC GANN, JAMIE
Abstract:
Sedentary video gameplay is typically described as a contributing factor to poor locomotor skills (hop, skip and jump etc.) observed in the modern day child. Further, poor locomotor skills are a significant predictor of problems elsewhere including health, speech and language, behaviour and reading fluency. Conversely, with the emergence of 3D sensor interfaces (e.g. Kinect), video games now support full body, gross motor simulated interactivity. This offers an intriguing opportunity to transform a potential barrier to locomotor acquisition into a veritable training ground. This thesis is initially concerned with the design of a theoretically informed and ?principled? framework (entitled PaCMAn: Principles and Conditions for Motor Acquisition) which can be utilised to underpin video games for locomotor acquisition for use in the classroom setting. Following this, a series of adaptable games are developed to facilitate instant adaption of gaming features by a human adaptive componen...
http://hdl.handle.net/2262/81759
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Moral Sentiment: Investigating the Roles of Ethics and Affect in Determining Asset Returns
(2017)
Cook, Jason
Moral Sentiment: Investigating the Roles of Ethics and Affect in Determining Asset Returns
(2017)
Cook, Jason
Abstract:
Research in behavioural finance claims that markets are inefficient, in the sense that market prices can deviate from their fundamental value. Proponents of this theory suggest that investors succumb to emotional and psychological biases that can sometimes cause them to make irrational decisions. This irrational behaviour can lead them to overvalue or undervalue an asset beyond its fundamental value. Work in sentiment analysis suggests that an insight into investors' thought processes can be gleaned by analysing the texts they typically read. It is believed that affective language functions as a proxy for investor sentiment, and that affective news contains information that has not been incorporated into market prices. Typically the categories of positive or negative affect are used, describing the bullishness or bearishness of a market at a particular point in time. However, a great deal of this negative and positive language tends to be rooted in ethical judgements. Words lik...
http://hdl.handle.net/2262/81875
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Computer-Aided Assessment for Computer Science Students
(2014)
Schoen-Phelan, Bianca; Keegan, Brian
Computer-Aided Assessment for Computer Science Students
(2014)
Schoen-Phelan, Bianca; Keegan, Brian
http://arrow.dit.ie/scschcomoth/9
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Computer games as a pedagogical tool in education
(1997)
Maher, Ken
Computer games as a pedagogical tool in education
(1997)
Maher, Ken
Abstract:
Designing computer based environments is never easy, especially when considering young learners. Traditionally, computer gaming has been seen as lacking in educational value, but rating highly in satisfaction and motivation. The objective of this dissertation is to look at elements of computer based learning and to ascertain how computer games can be included as a means of improving learning. Various theories are drawn together from psychology, instructional technology and computer gaming, to devise an effective strategy in designing computer-based tutoring systems. With the inclusion of gaming elements, various designs can be tailored to the specific learning criteria of the students, reflecting their competencies and failings. More specifically, certain games can facilitate learner effects such as immersion, reward, motivation, reflection, collaboration and feedback; all necessary for effective learning (Wynn & Oliver, 1996). A taxonomy of the most common games in relation to...
http://doras.dcu.ie/18980/
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”Hide and Tweet”: A game to teach schoolchildren about spatial technologies
(2011)
Ciepłuch, Justyna; Ciepłuch, Błażej; Jacob, Ricky; Mooney, Peter
”Hide and Tweet”: A game to teach schoolchildren about spatial technologies
(2011)
Ciepłuch, Justyna; Ciepłuch, Błażej; Jacob, Ricky; Mooney, Peter
Abstract:
As part of the Geotechnology research team at NUI Maynooth we were involved in the preparation and running of various activities in the Summer School on Computer Science for school children aged between 12 to 18 years old. Since year 2009 we have been constantly developing, testing, and deploying some geospatial software applications which were used by the children for activities in the summer school programme. The high level goal of this development was to help school children become more familiar GPS devices and computerbased Location-based services (LBS) technologies which are now playing such a crucial role in today’s Internet connected society. The software applications were used as part of games and tasks for the children. In our paper we shall describe how these games have evolve during these years, the educational aspects and benefits of the game and how both the software components and devices were developed. Overall, children participating in the summerschool provided thei...
http://eprints.maynoothuniversity.ie/4988/
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Feature Selection Based on Run Covering
(2006)
Yang, Su; Liang, Jianning; Wang, Yuanyuan; Winstanley, Adam C.
Feature Selection Based on Run Covering
(2006)
Yang, Su; Liang, Jianning; Wang, Yuanyuan; Winstanley, Adam C.
Abstract:
This paper proposes a new feature selection algorithm. First, the data at every attribute are sorted. The continuously distributed data with the same class labels are grouped into runs. The runs whose length is greater than a given threshold are selected as “valid” runs, which enclose the instances separable from the other classes. Second, we count how many runs cover every instance and check how the covering number changes once eliminate a feature. Then, we delete the feature that has the least impact on the covering cases for all instances. We compare our method with ReliefF and a method based on mutual information. Evaluation was performed on 3 image databases. Experimental results show that the proposed method outperformed the other two.
http://eprints.maynoothuniversity.ie/4914/
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Agent Based Modeling in Computer Graphics and Games
(2009)
MacNamee, Brian
Agent Based Modeling in Computer Graphics and Games
(2009)
MacNamee, Brian
Abstract:
<p>In the Encyclopedia of Complexity and Systems Science, (Ed: Robert A . Meyers), Springer.</p>
<p>As graphics technology has improved in recent years, more and more importance has been placed on the behavior of virtual characters in applications set in virtual worlds in areas such as games, movies and simulations. The behavior of virtual characters should be believable in order to create the illusion that these virtual worlds are populated with living characters. This has led to the application of agent-based modeling to the control of these virtual characters. There are a number of advantages of using agent-based modeling techniques which include the fact that they remove the requirement for hand controlling all agents in a virtual environment, and allow agents in games to respond to unexpected actions by players.</p>
http://arrow.dit.ie/scschcombk/1
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Enhancing Collaborative Learning Using Pair Programming: Who Benefits?
(2014)
Maguire, Phil; Maguire, Rebecca; Hyland, Philip; Marshall, Patrick
Enhancing Collaborative Learning Using Pair Programming: Who Benefits?
(2014)
Maguire, Phil; Maguire, Rebecca; Hyland, Philip; Marshall, Patrick
Abstract:
Incoming university students who have not previously studied computer programming often find it a challenging subject, leading to high failure rates. Research has suggested that the lack of a formalised structure for collaborative learning may be one of the factors responsible for students’ negative impressions of computer science. In this study we investigated whether the use of pair programming in practical laboratories would facilitate peer learning and enhance students’ confidence in their programming ability. Results showed that this intervention was generally well received, although the weaker programmers (as measured by prior exam grades) perceived it to be of more benefit than the stronger ones. Students who reported a lower initial level of enjoyment and confidence in programming were more likely to report learning from the paired intervention, though this did not necessarily lead to enhanced performance. The most frequently reported positive feature of pair programming was...
http://eprints.maynoothuniversity.ie/8391/
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Computer generation of photorealistic images using ray tracing
(1991)
O'Reilly, Derek
Computer generation of photorealistic images using ray tracing
(1991)
O'Reilly, Derek
Abstract:
Computer generation of photorealistic images has been the target of computer graphics designers almost since the birth of the computer. Of all methods tried, Ray tracing has proven to be the best at generating computer images that exhibit all the optical features found in a real life photograph. Ray tracing is the subject matter of this thesis. We discuss the various issues involved in the design of a ray tracing system that will model and render complex scenes and we implement such a ray tracing system.
http://doras.dcu.ie/19252/
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Perception Based Misunderstandings in Human-Computer Dialogues
(2014)
Schutte, Niels; Kelleher, John; Mac Namee, Brian
Perception Based Misunderstandings in Human-Computer Dialogues
(2014)
Schutte, Niels; Kelleher, John; Mac Namee, Brian
Abstract:
<p>In a situated dialogue, misunderstandings may arise if the participants perceive or interpret the environment in different ways. In human-computer dialogue this may be due the sensor errors. We present an experiment system and a series of experiments in which we investigate this problem.</p>
http://arrow.dit.ie/scschcomart/30
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Reactiveness and navigation in computer games : different needs, different approaches
(2011)
Perez, Diego; Nicolau, Miguel; O'Neill, Michael; Brabazon, Anthony
Reactiveness and navigation in computer games : different needs, different approaches
(2011)
Perez, Diego; Nicolau, Miguel; O'Neill, Michael; Brabazon, Anthony
Abstract:
This paper presents an approach to the Mario AI Benchmark problem, using the A* algorithm for navigation, and an evolutionary process combining routines for the reactiveness of the resulting bot. The Grammatical Evolution system was used to evolve Behaviour Trees, combining both types of routines, while the highly dynamic nature of the environment required specific approaches to deal with over-fitting issues. The results obtained highlight the need for specific algorithms for the different aspects of controlling a bot in a game environment, while Behaviour Trees provided the perfect representation to combine all those algorithms.
http://hdl.handle.net/10197/3520
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Experiences of aiding autobiographical memory Using the SenseCam
(2012)
Doherty, Aiden R.; Pauly-Takacs, Katalin; Caprani, Niamh; Gurrin, Cathal; Moulin, Chris...
Experiences of aiding autobiographical memory Using the SenseCam
(2012)
Doherty, Aiden R.; Pauly-Takacs, Katalin; Caprani, Niamh; Gurrin, Cathal; Moulin, Chris; O'Connor, Noel E.; Smeaton, Alan F.
Abstract:
Human memory is a dynamic system that makes accessible certain memories of events based on a hierarchy of information, arguably driven by personal significance. Not all events are remembered, but those that are tend to be more psychologically relevant. In contrast, lifelogging is the process of automatically recording aspects of one's life in digital form without loss of information. In this article we share our experiences in designing computer-based solutions to assist people review their visual lifelogs and address this contrast. The technical basis for our work is automatically segmenting visual lifelogs into events, allowing event similarity and event importance to be computed, ideas that are motivated by cognitive science considerations of how human memory works and can be assisted. Our work has been based on visual lifelogs gathered by dozens of people, some of them with collections spanning multiple years. In this review article we summarize a series of studies that hav...
http://doras.dcu.ie/16915/
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A generic comparison process for documentation files
(1997)
Timmons, Michelle
A generic comparison process for documentation files
(1997)
Timmons, Michelle
Abstract:
One o f the most important stages in the localisation process is the provision of high quality help and documentation in the target languages. Translation of computer manuals and Help files consists of: (i) translating the text (ii) maintaining the formatting of the source. Although many tools are available to translators, the greatest need for standardised tools exists in the area of formatting and layout of documentation. At present a significant proportion of time allocated to this stage is spent checking that the formatting has not changed as a consequence of translation. For example, properties such as font type, font size and style (e.g. bold, italic) may accidentally be changed during translation. It is also possible that two paragraphs are combined into one, or even deleted altogether from the text. The aim of this research is to assess the viability of developing a generic comparison process for documentation files. This process should be able to take two text-based docum...
http://doras.dcu.ie/19442/
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Realizing Just-in-Time Personalization - A Technology Overview
(2012)
KOIDL, KEVIN; HAMPSON, CORMAC; CONLAN, OWEN
Realizing Just-in-Time Personalization - A Technology Overview
(2012)
KOIDL, KEVIN; HAMPSON, CORMAC; CONLAN, OWEN
http://hdl.handle.net/2262/67050
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An Anti-Plagiarism Add-on for Web-CAT
(2014)
Subba, Lawan
An Anti-Plagiarism Add-on for Web-CAT
(2014)
Subba, Lawan
Abstract:
Plagiarism is a major problem in every discipline and Computer Science courses are no different. It is very common for students to submit their peers programming assignment as their own. This practice is unfair and also halts the learning process of the students who choose to copy. This research investigates the performance of various plagiarism detection tools like MOSS, JPlag and Plaggie2 . Controlled changes were made to a code file, and the sensitiveness of the various tools to those changes were determined. Plaggie2 with its algorithm of tokenization followed by string comparison was found to have acceptable performance for our tests. It is also open source whereas the other tools are proprietary and web based. Therefore Plaggie2 was incorporated with Web-CAT. Web-CAT is a flexible, automated grading system designed to process computer programming assignments. It serves as a learning environment for software testing tasks and helps automatically assess student assignments. The ...
http://eprints.maynoothuniversity.ie/5347/
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Robust Feature Correspondences from a Large Set of Unsorted Wide Baseline Images
(2009)
Cao, Yanpeng; McDonald, John
Robust Feature Correspondences from a Large Set of Unsorted Wide Baseline Images
(2009)
Cao, Yanpeng; McDonald, John
Abstract:
Given a set of unordered images taken in a wide area, an effective solution is proposed for establishing robust feature correspondences among them. Two major improvements are made in our work as follows: firstly, a robust technique is proposed for the self-organization of a large number of images without spatial orderings; secondly, a novel wide-baseline matching approach is developed to obtain good correspondences over images taken from substantially different viewpoints. The output consists of many sets of reliable pair-wise feature correspondences which are essential in various computer vision applications. Realistic experiments were carried out to evaluate the performances of the proposed method by using a large amount of images captured from our university’s campus.
http://eprints.maynoothuniversity.ie/2326/
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An Anti-Plagiarism Add-on For WebCAT
(2014)
Subba, Lawan Thamsuhang; Mooney, Aidan; Maher, Hugh
An Anti-Plagiarism Add-on For WebCAT
(2014)
Subba, Lawan Thamsuhang; Mooney, Aidan; Maher, Hugh
Abstract:
Plagiarism is a major problem in every discipline and Computer Science courses are no different. It is very common for students to submit their peers programming assignment as their own. This practice is unfair and also halts the learning process of the students who choose to copy. This research investigates the performance of various software plagiarism detection tools such as MOSS, JPlag and Plaggie. Controlled changes were made to a code file, and the sensitiveness of the various tools to those changes was determined. Plaggie with its algorithm of tokenisation followed by string comparison was found to have acceptable performance for our tests. It is also open source whereas the other tools are proprietary and web based and we decided to incorporate Plaggie with Web-CAT. Web-CAT is a flexible, automated grading system designed to process computer programming assignments. It serves as a learning environment for software testing tasks and helps automatically assess student assignme...
http://eprints.maynoothuniversity.ie/6511/
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Learning games programming with Dalek World.
(2005)
Duggan, Bryan; McAtamney, Hugh; Mtenzi, Fredrick
Learning games programming with Dalek World.
(2005)
Duggan, Bryan; McAtamney, Hugh; Mtenzi, Fredrick
Abstract:
<p>From September 2005 the School of Computing in the DIT will offer an elective in computer games programming to final year computer science students. This paper demonstrates how students will learn games programming by developing a 3D FPS (First Person Shooter) called Dalek World. Dalek World is developed using Microsoft Visual Studio in C++ and was originally developed by the authors to learn games programming techniques themselves. In developing Dalek World, students will learn Euclidian geometry, 3D graphics programming, object orientated game design, level loading, physics, collision detection, the A* algorithm, perception and enemy AI using finite state machines.</p>
http://arrow.dit.ie/scschcomcon/33
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Development of a large-scale golfer computer model to study swing kinematics
(2010)
Tucker, Catherine; Kenny, Ian; Anderson, Ross
Development of a large-scale golfer computer model to study swing kinematics
(2010)
Tucker, Catherine; Kenny, Ian; Anderson, Ross
Abstract:
Despite an increase in the number of full-body three-dimensional computer models of the golf swing reported in the literature, many authors do not report in detail how the models are validated. Therefore, the aim of this study was to create and validate a three-dimensional full-body computer model of a golfer with a driver in terms of its kinematic output. Single-subject analysis was used whereby one elite female golfer (handicap 0) performed 16 shots with her own driver club. A 6-camera Motion Analysis infrared camera system operating at 400 Hz recorded the kinematic data of the 27 markers located on the subject and golf club. Subsequently, this data was used to drive a computer model created in ADAMS/LifeMOD software. Model construction methods closely follow that of Nesbit (2005). Additional markers were placed on the subject and were used for model validation as opposed to driving the model. In order to initiate the movement of the model, inverse and forward dynamics calculation...
http://hdl.handle.net/10344/2990
Marked
Mark
Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences
(2008)
WADE, VINCENT; CONLAN, OWEN; PEIRCE, NEIL
Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences
(2008)
WADE, VINCENT; CONLAN, OWEN; PEIRCE, NEIL
Abstract:
Educational games have the potential to provide intrinsically motivating learning experiences that immerse and engage the learner. However, the much heralded benefits of educational games seldom consider the one-size-fits-all approach to education they typically embody. The benefit provided by adaptive educational games is that of a motivating environment reinforced with a personalized learning experience. However, adapting a game to enhance its educational benefit endangers its intrinsic motivation and flow. This paper proposes a novel approach for non-invasively adapting a game to enable a personalized learning experience. This is achieved using an innovative, generic and reusable architecture, without mitigating the motivational features of gaming. An implementation of this approach in the form of the ALIGN (Adaptive Learning In Games through Noninvasion) system is detailed and the results of an authentic evaluation are discussed.
http://hdl.handle.net/2262/39164
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