Hundreds of generative creatures are coming together in this hall-sized installation to celebrate life in a massive communion. To an amazing polyrhythmic soundtrack, they dance through an evolution from primitive organisms to a variety of limbed little creatures.
Watch the documentary video here.
Upcoming Exhibition:
opening exhibition curated by onedotzero
17 December 2011 – 3 January 2012
Beijing, China
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A permanent installation of 8 dynamic video artworks in the lobby of Deutsche Bank Hong Kong.
Atmospheric cityscapes, hand-drawn sceneries, patterns and landscape animations welcome visitors and staff, shown on a 12m wide hi-res screen. The animations are generated in realtime by a bespoke software system, making every iteration a unique and unrepeatable experience, and inviting passers-by to discover new details every day.
Commissioned by
Universal Everything,
FIELD worked in close partnership with designer and creative director Matt Pyke to take the project from initial concepts and technical planning to design and creative coding over a period of 10 months.
“Strength” and stability within a fluid and dynamic world are conveyed in these minimalist yet complex animations.
Fascinating patterns, curling waves and organic structures emerge in this completely dynamic system, driven by a complex realtime simulation of physical forces.
“Shaping New Markets”. The CityBuilder takes you on a flight across urban landscapes. From a helicopter viewpoint we see skyscrapers grow, districts form, and suburbs flow into wide landscapes.
Each city is built on a unique fictional layout, ranging in structure and size from towns to metropolises, from grown Parisian structures to gridded Manhattans.
The underlying software generates urban layouts from scratch, following a complex set of rules for the intersection of thousands of streets and alleys, the distribution of buildings, parks and trees.
On a plane flying out of LA or Tokyo by night – A city made of nothing but lights is the scenery of the “At the Centre of Financial Markets” animation.
Around 150,000 lights make up the streets, buildings, traffic lights of a fictional city, showing a glimpse of a techno-romantic urban landscape, before floating up into the sky.
“Unique Insights” is a dice machinery with a life of its own. Like on a giant abacus, 7200 dice rotate in 3 dimensions to display abstract patterns, mazes, and Chinese symbols.
An endless composition of randomness and rules-based patterns, the artwork illustrates the challenge of seeing patterns in the chaos and complexity of financial markets.
A minimalist expression of human motion, reduced to the beauty and tension of the performance.
Hundreds of balls in a vast virtual landscape float up to form a range of characters performing dance, athletics, Tai Chi, in an endless sequence of “Performance and Teamwork”.
Joining traditional crafts with modern technology, “Global Local” draws sceneries from around the world with the hand of a software-controlled renderer. From views across the fields to busy street scenes, a modern idea of living on a global and local scale evolve in the drawings.
“A Passion for the Planet” takes you to the forests, deserts and mountains of this world. Stunning landscape photography is brought to life with subtly integrated generative effects – a soft rain in the bamboo forest, cloud shadows over rice terraces, blown sand over the Sahara.
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10,000 unique digital paintings, created for paper manufacturer GFSmith’ latest Print Test brochure.
Each sleeve features a different view on a hypercomplex sculpture, generated through a process combining generative coding with creative intuition.
The energy of a dynamic process
– caught in a timeless medium.
See more images from the print process on
flickr.
Limited edition prints of the 10,000 digital paintings are available in our
shop.
The illustrations were printed on an HP Indigo 7500 digital press at
Pureprint in Sussex, one of England’s finest printers and experts in digital print.
Every image explores a different close-up view on the sculpture, while its entirety remains hidden in a vast virtual space: its actual shape, touch and materiality is left to the viewer’s imagination.
On the edge of abstraction, the illustrations find a sensual harmony of energy, colour and shape.
Hand-drawn curves form the basic structure and composition of the object, encompassed by a convex hull and embossed into highly detailed surfaces through an extrusion process.
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Inspired by the mystic characters crowding the songs of the album, we experimented with a minimal representation of the human body, lit only by the reflections of flighty cloth extending the body movements.
More images and work in progress on
flickr.
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A digital dance performance exploring the eternal struggle of good and evil, for
Stateless‘ latest single
Ariel soon to be released on
Ninja Tune.
FIELD animated the two opponent characters of the song as surreal human figures, drawing dynamic sculptures into space. We collaborated with professional dancer Dominic North to record an impromptu interpretation of the song in a motion capture studio.
Created in the procedural 3D environment Houdini.
See the making-of
here.
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LDN24 is a public art installation for the Museum of London. It draws filmic impressions and the facts and figures of London life into a picture of 24 hours in the life of the city.
Statistics and statements from the web and a huge database are printed along the LED screen by the second hand of a 24 hours clock. Weather, traffic and news updates, the Thames’ tides, Tube updates and recent fire incidents are pulled live from numerous RSS feeds, Twitter and news portals.
A custom software composes statistics, the film and a generative soundtrack into an immersive audiovisual narrative. Each iteration reveals new connections between film and data, and puts the figures into context with everyday live.
As a permanent installation in the newly renovated Galleries of Modern London, LDN24 brings the contemporary city into the Museum.
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Artists’ sketch- and notebooks have often been searched for insight into the process of inspiration. In a digital age, amidst masses of stunning imagery found online every day, the challenge for creatives is not only to filter and reflect this input, but also to develop a raison d’être, relevance and impact for any new images brought into the world.
In their video Muse,
FIELD is remixing their private digital scrapbooks from the last 3 years. A flood of inspiring images and references is transformed into an ocean of colour, fuelled from Evernote, our blog
field.io/process, our favourites on Google Reader and Flickr, and other sources.
With Muse we would like to touch on the controversial nature of the internet’s sharing culture. By using other people’s work in our film we acknowledge the impact of referencing and mimicking on the creative process, while originality, authorship, and crediting remain sensitive topics in a world where images spread like chinese whispers.
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In February 2010, the Red Bull Music Academy prompted Warp Records and Ninja Tune for a Soundclash on a 3D sound system, staged in the Loading Bay of the Royal Albert Hall.
FIELD developed a new generative real-time animation tool especially for this event, which motion designers
Quayola and
Thomas Traum used to design and perform soundreactive visuals for the sets of Plaid, Clark, Mira Calix and many more.
Built in collaboration with
Minivegas, commissioned by Nexus Productions and onedotzero. See full credits
here.
The sound-reactive visuals span 5 screens in line with the immersive sound setup.
3D shapes rendered in realtime, animated textures and shaders, and mouse-controlled camera motion allowed for a huge range of styles and endless flights through an abstract universe.
With the same tool Thomas Traum designed the title sequences to announce each artist in the Soundclash.
Line up
Plaid (Warp)
DJ Food (Ninja Tune)
Clark (Warp)
King Cannibal (Ninja Tune)
Mira Calix (Warp)
The Bug with Flow Dan
& Daddy Freddy (Ninja Tune)
Credits
Directed by Minivegas (Nexus Productions)
Content Producer: Beccy McCray
Production: onedotzero industries
Producer: Shane RJ Walter
Assistant Producer: Jordan Stokes
Creatives:
Minivegas
Quayola
Thomas Traum
Field.io
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FIELD created a series of generative animations for the much-anticipated rebranding of Aol in December 2009.
The most astounding fluids splash around in soapy, oily, icecream or ocean-like colour palettes in these 8, only seconds long animations; revealing the white on white logo from behind.
Flick through the slides or jump to the
video. See more images on
flickr, or take a look at the
Landscape animations we created within the same project!
About the Process
For the Liquid animations, we built a real-time generative software that is controlled with a drawing pen – wherever you draw, the liquid splashes onto your white paper.
Dozens of parameters for the thickness and surface structure of the fluid, as well as physical forces like wind, gravity and attractor points can be controlled in the application.
The fluid simulation is based on a particle simulation and uses 2D metaballs to form the liquid shapes. The software is mouse-interactive and easily controlled with a graphics tablet.
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FIELD created a series of generative animations for the much-anticipated rebranding of Aol in December 2009. Surreal rock formations fold up, crumple and collapse in this series of brief landscape scenes; revealing the white on white logo from behind.
Flick through the slides or jump to the
video. See more images on
flickr or take a look at the
Liquids animations we created within the same project!.
About the Process
The landscape formations are generated in a custom animation tool as 2D-black and white heightmaps; then displaced into 3D and colourised in post-production.
Following are stills and another video from the Landscapes design process.
Sound by
David Kamp
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A magical light installation designed for the Lumiere festival in Durham, November 2009. Despite cold and rain locals and guests of Durham enjoyed the magical play with particles of light.
In two large projections on the ground in a narrow cobblestone street, thousands of glowing colourful elements float and twirl around, inviting the visitors to play with the ‘matter of light’, to dance, jump and interact with the shapes in a never-ending game.
To see more flick through the slides or jump to the
video.
Five game scenes alternated on the projections, presenting a rain of light, the light following your step, or beams of light that could be burst by the players.
See more pictures of the Photon installation
and stills in our
flickr sets.
About the Process
With the installation we wanted to take a macro perspective on the smallest physical entity of light: the Photon. The magic of refracted light and the colour spectrum appearing in rainbows and through cut glass, is fascinating as ever, even in a digital age.
In our visuals, the photons are point-sized and grow into small beams the faster they fly, creating an idea of the unperceivable ‘speed of light’. When overlaying, the colourful light multiplies to white light – the more actively visitors play in the installation, the brighter the scene becomes.
The Photon games are based on a particle engine, simulating forces like attraction and repel. Players are recognised with a custom motion tracking software, identifying body silhouettes in a life camera image of the scene.
About the Installation
In the first cold nights of this winter, we used the moonlight to install our Photon Games in Durham’s Silver Street. Work could only proceed at night as the street was busy with shoppers during the day.
The rigging on the facades of historic buildings and weather protection of all kit were the biggest technical challenges of the installation, all bravely mastered by the guys from
Hi-Lights.
Cobblestone could not be expected to provide the best projection surface. But we liked the contrast between ancient stone and digital light, and therefore designed the visuals to appear clearly even on an uneven surface.
Fiddling with hardware and software settings in cold north-eastern nights.
For the
Lumiere Festival, more than 50 artists transformed the historic city with installations, illuminations and performances using light.
With over 75,000 visitors in 4 days, the festival was a huge success and decided to be continued as a biennial collaboration of Artichoke and the Durham County Council.
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For the 26th edition of the Kassel Documentary Film and Video Festival, FIELD designed an identity based on the festival’s film submission database.
Set in a thick and obscure forest like the wooded surroundings of Kassel, the colourful spheres form a sculptural representation of the programme – each of them represents a film, video, or installation work shown at the festival.
Typography by Atelier Capra, Kassel.
A unique structure emerges from the forest when hundreds of these individual objects come together – like the festival brings together artists and visitors from all over the world, regional talent and established filmmakers, professionals and interested locals.
About the Process
The festival’s Call for Proposals in spring asked submitters – besides the general information – to evaluate some “soft” facts of their own work:
How political is your film? How entertaining? Is it educative?
In a custom built data visualisation application, these self-assessmemt parameters were compared with the general statistics of the submissions; the age and gender of the artist, the country of origin, the production budget, etc. in classical 3-dimensional coordinate systems.
Each film is represented by a sphere, with the size showing the length of the work. When two films coincide in all 3 parameters, meaning their spheres would sit in the same position, they cluster around this position like grapes on a vine. A generative colour palette assigns a unique shade to each represented work, which it keeps throughout all diagrams.
The resulting sphere structures were translated into a 3D environment and staged in a generated forest.
The poster, catalogue, cinema banners and invitation cards featured different allocations of parameters. Revealed from various perspectives, the sphere sculptures float above the treetops, scatter the ground or hang in the green.
About the Concept
Instead of a set theme, the festival identifies its core topics from the submissions; from the contents that artists and filmmakers chose to address in their works. The generative concept underlines this openness – with the structures being determined by the final selection, just weeks before the festival took place.
The evaluation of the statistics helped the festival team to identify interesting correlations and overlaps in the contents of their programme. A number of interesting allocations was laid out in the festival catalogue.
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A music video and TV commercial for Xbox 360′s new singing game LIPS. The campaign brought thousands of people around the UK singing Lily Allen’s hit single, “The Fear”, into a world where they sing together with Lily herself.
FIELD scripted a variety of grid generators to support the data-heavy editing process.
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Poor visibility; weather again unsettled today. Surreal rocks and riven lowlands, valleys fog-shrouded. Frightening depths, and emptiness. Rarity of air is noticeable. What are you looking for in this hostile stretch?
A meditation about the pursuit of an idea; about obstacles, struggle and failure along the way.
Click though the slideshow to watch the
video and read more about the
process
The constant transformation of the landscape shapes and their surfaces is based on generated motion sequences of drifting and constantly transforming surface structures, which were created with a custom generative software tool.
Composer Arran Poole joined us in our conclave for 10 days and allowed for the soundtrack to evolve alongside the visual ideas.
About the Process
A fascination for the beauty of mountain views and glaciers was at the starting point of Interim Camp.
The dynamics that shape the earth´s surface until today are fascinating and frightening at the same time. Regarded in time lapse, mountains, valleys and plains are folded, sharpened and grinded like paper structures.
Respectively insignificant the human being appears in the dimensions of these forces. Tectonics and weather forces, time and chance create these inimitable irregular patterns that we recognise as nature.
For our film, we wanted to gain control over these forces; create shapes and structures that are surreal and supernatural, yet so detailed that they might fool us for being real.
background image: Kanchenjunga Mountain in the Indian Himalaya, photo:
Aaron Ostrovsky
We made a series of
sketches with hand modeled 3D terrains to get closer to the style and atmosphere we wanted to achieve.
Heightmaps as Terrain Representation
A common way in science and for computer games to represent terrain as a volumetric model are digital elevation maps, which are created from two images of a terrain from different angles (a stereo view), taken from an airplane or by a satellite.
A simplified way to store this incredibly comprehensive data are scalar heightmaps, where the contrast scale represents the elevation of a terrain: black areas represent lowest and white areas elevated terrain.
We thought the incredible irregular detail of natural structures can probably be best mimicked by a dynamic generative system, than made up from skratch and drawn by hand. Specialised terrain and heightmap generators like Terragen provide an interface to generate landscapes e.g. for computer games. But these tools aim to create static terrains as naturalistic as possible, whereas we wanted surrealistic and dynamic topographies: drifting glaciers, shifting plates and brittle rocks.
A scalar heightmap as used in science
Generative Landscapes
To be able to create these dynamic topographies, we developed a custom animation tool – an agent-based software simultion written in Scala and Processing, in which up to 5.000 ice floes dynamically drift along the scene.
With flocking, repel, attract and several other behaviours and global forces, we controlled the movement of the floes; accumulated them to mountains, ridges, and canyons, while the floes constantly got jammed and pushed by each other.
As a result, we rendered heightmap animations of evolving and morphing mountain landscapes from top view.
Screenshot from the software tool
Ice floes on a frozen lake
Translation from 2D to 3D
In 3D graphics applications, these heightmaps can be displaced into volumetric models of topographies. A dozen of black and white scenes featuring different landscapes, perspectives, and camera flights were then animated and rendered in Maya.
We synchronised the generated image sequences and the rendered camera views: every frame of the film corresponds with an image from the generative heightmap image sequences. The permanent drift of the ice floes was thereby turned into transposed rock and ice strata.
“Displacement” of a scalar heightmap into a 3D model
Narrative, Coloration, and Soundtrack
The scenes of Interim Camp were composed from the perspective of a wanderer, whose path becomes more challenging with every step, with every day he or she spends in this area. In fact, the physical and menthal strains affecting the body on a mountain hike can lead to vertigo, altitude sickness, displaced perception, and halluzinations.
Besides the increasing morphing of the landscape, the coloration of the film plays an important role in representing this physical and menthal condition of the invisible protagonist, in whose position we place the visitor. Scene by scene was colourised in post-production with the help of dynamically changing colour palettes.
Musician and composer Arran Poole worked on the soundrack in a parallel process. He layered noises, drones and rhythmical patterns to relate to the vastness and abstractness of the scenery. Weaved in field recordings of foot steps, beathing and unfamiliar sound events support the narrative of the film.
Interim Camp was supported by:
Hessisches Ministerium für Wissenschaft und Kunst
Go back to
slide 2 to view the film again.
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Nokia launched its new
smartphone E71 with a campaign about the beauty that lies within all the connections we make in our daily lives – on the phone, via email, sms and the web.
Commissioned by
Hi-ReS! and
Wieden+Kennedy we created a 2 minutes video clip titled Ephemeral Structures about our personal idea of Beautiful Connections. The sound was made by
Arran Poole.
About the Process
For the animations we developed a custom software tool that basically serves as a laboratory environment for the communication between individuals.
The individuals are represented by agents who have a certain autonomy to exchange messages with their peers.
We look at them like at small bacteria in our petri dish, and have lots of parameters to control the amount of agents, their movements and communication behaviour.
To be able to send messages, an agent needs to receive a kind of “stimulation currency” from others.
In the film, the agents stay invisible – only their messages are colourfully visualised.
In this image, each white circle represents an agent, and the size indicates its capability to send messages.
A sends a message to B, then B can send a message to either A or C – it’s a set of very simple rules which determine the behaviour of the agents – and it seems like a very dry simulation of human communication.
But when you let it run and play with the parameters, it won´t take long until you see message chains, clusters and patterns emerge from the messages. All of a sudden, there is a dance-like elegance, a life of its own in the messaging and movement of the invisible agents.
The movie switches between a macro and a micro perspective on our networks. The macro shows an overview and helps to understand the way our communication might work.
The micro reveals the inside perspective, and a lot more than what can be seen from the outside: a load of fantastic, elegant, twisted and turned and beautiful connections – taking shape, dissolving, not seizable, inexplainable, transforming in every second and different from every point of view.
Watch Ephemeral Structures on the
E71 microsite, and check out videos and visualisers by other contributing artists.
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We’re currently working on a real-time fluid simulation that catches the fascinating complexity and physics of drops and blobs and liquids.
As a real-time generative animation, Fluid Antagonists is a succession of generative scenes about the never-ending clash of two physically opponent forces. Liquid forms, heavy and light textures, amalgamation, extrusion and the tension of materiality, though mathematically precise processes, generate a narrative of affective behaviour.
An advanced version of the animation software, Liquid Type, lets the real-time simulation depict typefaces and symbols in a dynamic, fragile and ephemeral way.
Liquid Type
In the Liquid Type simulation, the fluids are attracted by or steer away from a loaded type board. This effect is based on algorithms similar to the flow field simulations used in weather reports, to illustrate the motion of air masses and pressure areas.
An application of Liquid Type for a print use.
Short test videos made with the fluid antagonists system.
Short test videos made with the fluid antagonists system.
About the Process
Ink in water, paint in oil, lava lamps and snow globes – before developing Fluid Antagonists, we succumbed the age-old and timeless appeal of the amazing shapes two amalgamating liquids create.
In a fizzy photo session, Marcus experimented with water, oil, ink, paint, soy sauce and detergents and took a closer look. His photographs were our inspiration and point of reference to create a digital simulation of liquids with a look of its own.
See more of these photos on
flickr.
The animation software is based on a particle simulation and uses metaballs to form the liquid shapes.
While only the blank particle simulation is computed on the CPU, the metaball shapes and the graphic surfaces are calculated on the graphics card / GPU.
This approach creates plastic shapes without a highly resource-intensive 3D drop simulation, and allows for the software to create high-res animations in real-time.
We used photographic textures in the OpenGL shaders to create a special non-realistic and vivid surface look.
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The Orbiter takes possession of all senses. It is a place for visitors to lay down and relax, watching the firmament above them. With a small gesture, just pointing upwards, the visitor can insert new stars into orbit with unique visual and musical characteristics.
Each version of the Orbiter features various scenes with different graphics, sounds and behaviour. Some create an illusionary nightsky firmament, playing more melodic or ambient sounds. Others experiment with the possibilities of graphical abstraction and rough synths, allowing you to even play drum’n bass-like sounds.
About the idea
The dream of reaching for the stars is as old as mankind itself. The mathematics of planetary orbits, the perfection of natural geometrical forms fascinates andinspires scientists and artists alike. Even music principles as tonality or phase displacement are based upon computational ideas and find correspondency in the Orbiter’s structure.
The music is played on a scale of concentric circles, visible in some of the scenes, with higher tones on the larger, basses on the smaller circles. The bigger you let a star grow before you pull back your hand to insert it into orbit, the louder it plays. Like the stars orbit on the large ceiling screen above the player, the surround sound orbits in the room on up to 10 high-tone-channels, supported by a bass box and a solid bourne sound speaker underneath the player´s couch.
Each version of the Orbiter features various scenes with different graphics, sounds and behaviour. Some create an illusionary nightsky firmament, playing more melodic or ambient sounds. Others experiment with the possibilities of graphical abstraction and rough synths, allowing you to even play drum´n basslike sounds.
A long-time exposure of the firmament
About the technology
The installation is based on custom-built software using latest gaming and computer vision technology, performing real-time analysis of a camera image of the player as well as generating 6-channel-audio and video signals.
Developing these very different tasks in one and the same programming environment would have meant a lot of compromising, and created a monolithic software application. So we developed each as an independent module in the respectively most capable environment:
The video analysis and motion tracking is written in C++. This instructs a small application developed with the audio synthesis programming language SuperCollider for the sound generation, aswell as Java/Processing for the graphics generation.
Previous exhibitions include:
tendence lifestyle, Microarchitecture Lounge. Messe Frankfurt, Germany. August 2007
Woodstreet Galleries, Out of This World. Pittsburgh PA, USA. July-September 2008
Move New Media Digital Art Fair, A Coruna, Spain. November 2008
More installation photographs can be found at flickr
http://www.flickr.com/photos/fliegerhorst/collections/72157601815521726/
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Drawing is said to be the most intuitive way of expression. The animation software Nervous Ink is controlled with a graphics tablet – like sketching with pen and paper. More than 20 combinable animation and transition effects create motion clips in real time; for performances, live visuals, or in an installation.
We used Nervous Ink to develop a narrative audiovisual live performance: patashnik a/b is a story in two parts about an uncertain voyage into space. Without any prepared video material the story is told in figurative images and abstract visuals, combined with a soundtrack of granulated field recordings and electronic music tracks.
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museum interactive for The Science of...
No-one escapes the Spyscanner! In a passage room of the exhibition, everyone who walks like a human being is detected. Clever guys crawl or hop through the passage, or transform into animals to escape the scanner.
Developed for the multimedia exhibition “The Science of Spying” which invited young wannabe-spies to train their skills.
www.sciencemuseum.org.uk
A normally walking human figure is detected by the scanner. The scene turns red and a negative beep sends the little spy back to the start.
Players who change their shape into somethink non-human will get through the passage in blue light, without being detected.
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Big urban visibility accompanied the launch of Nike ID studio in the UK: street cubes in central London locations sent out lottery tickets to every available bluetooth device in the area.
Art directed by
AKQA, our task was to implement an innovative bluetooth broadcasting system with countdown functionality.
Shopwindow installation at Nike Town, Oxford Circus
Participants had a chance to win a priority appointment with a design consultant to make up their own custom design for a pair of sneakers.
AKQA has a very nice documentation video about the campaign
here.
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