Annual Design Review of Japanese Society for the Science of Design
Online ISSN : 2188-7772
Print ISSN : 1341-8475
ISSN-L : 1341-8475
Volume 26, Issue 1
Displaying 1-24 of 24 articles from this issue
  • Zeshu Takamura, Chise Kimura, Manami Fueki
    2020 Volume 26 Issue 1 Pages 1_2-1_7
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Supplementary material

    Clothes are made based on 2D fashion drawings, but it is difficult to make clothes matched the drawing, because it is necessary to modify its contradiction of dimensions. Therefore, the purpose of this research is to develop a method of making clothes similarly as designed by using 3D software. First, we design clothes by using the 3D software “ZBrush”, and then checked this design by printing 3D models. Next, we make patterns from modeling data of “ZBrush” by using the 3D simulation software “CLO”, we have pioneered a method of making clothes that are highly similar to the design we came up with. This has shown new possibilities in clothes making.

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  • A gun that shoots at "colors" in the real world.
    Ryota Sakurai, Rina Katsube, Toshiaki Uchiyama
    2020 Volume 26 Issue 1 Pages 1_8-1_13
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Supplementary material

    Gun-shooting games are enjoyed in a variety of formats, from analog toys, to shooting targets projected on a monitor, to VR-based content, and are expected to continue to diversify as technology advances. The new shooting gun, COLOR BLASTER, doesn’t require specific bullets, targets, or environments, but allows users to play with the colors of the real world as targets. The experience was accepted by all ages, but those who experienced it indicated that it lacked a sense of attainment and exhilaration. While shooting without the need for specific bullets or targets was made possible, it was predicted that the lack of visual clarity of the target resulted in a lack of enjoyment. We thought that adding auditory, visual, and tactile feedback as a means of expressing such invisible information could improve the enjoyment of COLOR BLASTER, and we developed a new model, COLOR BLASTER Pro.

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  • Yanfang Zhang, Ayaka Yoshimura, Naoshige Akita, Moe Shimomura, Tetsuo ...
    2020 Volume 26 Issue 1 Pages 1_14-1_19
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Supplementary material

    The project attempts to create a new solution through design with the use of nanocellulose to solve SDGs issues for the future sustainable society. In this article, Nanocellulose, which is a novel, sustainable green material, was employed, because it is considered effective in reducing harmful environmental impact. This material was then converted by process-designing for creation of a pot that prevents the plant from dying. In fact, the large surface area of the nanocellulose mixed has enhanced the water retention of the soil in the pot. The result encourages the use of this sustainable material in many different contexts.

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  • Design of IoT Devices to Make People Feel Rich in the World
    Naoshige Akita, Akihito Yanami, Takahiro Nishihara, Keisuke Narushima, ...
    2020 Volume 26 Issue 1 Pages 1_20-1_25
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Supplementary material

    The IoT senses this world, collects, analyzes and links information, and presents us with something. This technology makes life more convenient and presents easy-to-understand information. But our world is vague and complex. The authors wondered if some information might be lost by cutting and contracting the information. In this research, the product of Takagi Co. Ltd Designers and designers, specialists in electrical and electronic engineering at Kurume National College of Technology carried out joint projects with students. We were able to create six prototypes from both design and engineering perspectives.

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  • Research commons, Center for Southeast Asian Studies Interior Design of Research Commons in Center for Southeast Asian Studies, Kyoto University
    Hiroto Ota, Takuya Kitamura
    2020 Volume 26 Issue 1 Pages 1_26-1_29
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Supplementary material

    This project is an interior design of Research Commons as a place for the exchange of various knowledge among people in the east bldg. of Center for Southeast Asian Studies, Kyoto University.
    We created a minimal wooden frame on the windowsill, for not only serving as a table or shelf but also emphasizing the rich environment of the historic library and courtyard. In this paper, we show the design process that recaptured the design object beyond the physical environment that actually changes, read the malti-layered evaluation places and people have, and enhanced them. This is an example of applying architectural thinking to interior design.

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  • Design of a Place with VR for Learning Animal Vision
    Haruka Kasuga, Machiko Ohashi, Masataka Yamamoto, Yusuke Konishi, Haru ...
    2020 Volume 26 Issue 1 Pages 1_30-1_35
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Supplementary material

    The “Animal Glasses Laboratory” is a science communication event using virtual reality video works for children from third grade in elementary school to third glade in junior high school. Using the subject of “animal vision,” which is difficult for children to understand, in addition to the intuitive understanding of virtual reality, we tried to increase the effectiveness of education through the design of a “place”. The zoo was selected for the synergistic effect of actually being able to interact with a variety of animals, and the place was staged as a fictional research center with attention to detail. Through three booths - “Eyesight of Tortoises and Turtles,” “Color Vision of Dogs and Cats,” and “Dynamic Vision of Geckos and Frogs” - children learned about the vision of a wide variety of creatures and gained an interest in animals and a desire to learn more.

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  • Tourism promotion with video based on “Genkai Shuraku A43" in Ashimi district, Fukui city
    Kaori Matsubara, Takeshi Ikeda
    2020 Volume 26 Issue 1 Pages 1_36-1_39
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Supplementary material

    The Ashimi district of Fukui City, which continues to cover the theme of “recording lifestyles that make use of local resources,” is a marginal settlement rich in nature. Mr. Keibun Fujii, the representative of “Genkai Shuraku A43 (Ashimi)”, is a sustainable initiative to continue activities to connect the residents of urban areas and the residents of the marginal villages through charcoal grilling at the charcoal-grilling hut “Ashizumigama”. As a result of producing a video work, I received high praise at the SDGs Creative Awards. From interviews with Mr. Fujii and the district, expanding awareness outside the region is an issue for sustainable activities in the future. I decided to produce the materials obtained a video work for the purpose of tourism promotion, focusing on the experience in the satoyama rich in nature.

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  • The Production of the Short Film “Missing”
    Noriko Takahashi, Yoichi Kawashima
    2020 Volume 26 Issue 1 Pages 1_40-1_45
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Supplementary material

    The first author of this article, as a professional screenwriter, is having the research subject of video production for the purpose of recording regional resources and disseminating their attractiveness. In making this short film “Missing”(Fig.1), Fukui as the filming location, could be recognized the place where the traditional scenery had been seriously lost due to the two major disasters. It is effective to try the expression “creating images of lost scenery while using the current scenery of Fukui as motif,” and the short film format that introduced “storytelling” is appropriate as the expression method. Therefore, the authors created a story with the theme of “lost and rebirth,” by expressing a multilayered time structure, in which “reals and fictions” are superimposed.

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  • Yoshitaka Sugimoto, Lu Zhang, Mami Shirokawa, Moe Okamatsu, Takafumi T ...
    2020 Volume 26 Issue 1 Pages 1_46-1_51
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    An international coordination class between the Kyushu University and the Dalian University of Technology developed products design for China cooperatively by nine small-scale companies in Fukuoka Prefecture. “FUJISAN” is a rubber band shaped like Mt. Fuji and formed by bands of different sizes molded together. “Blossoming Cloth Wrapper” is a decorative wrapping that becomes a cherry blossom petal with a message card attached. “DARUMA” is a selection-game toy modeled on a daruma doll–traditional Japanese tumbling dolls. “Honey Packaging and Logo” expresses the feeling of luxury demanded from gift items by the modern Chinese market. Our experience indicates that developing designs through an international coordination class improves the quality of education and also helps small-scale companies develop products aimed at overseas markets.

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  • Yoshitaka Sugimoto, Mami Shirokawa, Akiho Uyama, Kaoru Terazaki, Hikar ...
    2020 Volume 26 Issue 1 Pages 1_52-1_57
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    In this collaborative research between SANKO Company Limited, a printing company, and students from Kyushu University, the second installment of the 2017 Good Design Award notebook series was developed. The second won the 2020 Good Design Award, too. Maintaining a sense of the first notebook series while incorporating new brand strategy requirements was found to be difficult. Modifications to students’ issues with existing notebooks were used to create three different product types (Figure 1). The 3mm LEAF 3⁄4 and the 3mm LEAF 2⁄1 are loose-leaf notebooks with a 3-mm line width in 3⁄4 and 2x B5 size. Combined with the 3mm LEAF 1⁄1 and the 3mm LEAF 1⁄4 sizes of the first installment, they open up a wide range of possibilities for studying. The FILENOTE has sleeves to hold class printouts and can be used as a regular notebook by tearing open the sleeves along the perforations.

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  • Hiromichi Hara, Akari Takahashi, Hiroko Imaizumi
    2020 Volume 26 Issue 1 Pages 1_58-1_61
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    In recent years, the technology of plant factories is becoming more and more common, but there is no plant factory with an attached restaurant that focuses on freshness. In this study, we proposed that a restaurant with an attached plant factory can provide customers with a high value-added dining experience by designing furniture that allows customers to grow food just before it becomes foodstuffs. We confirmed that the freshness of the food was highly valued by customers.

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  • Development of School Furniture for Designing Life-scape of Students
    Naoshige Akita, Hiroshi Tsuji, Yasushi Hirayama, Oki Noma
    2020 Volume 26 Issue 1 Pages 1_62-1_67
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    In April 2020, two junior high schools merged and were reorganized to form Okawa Shiritsu Okawatoei Junior High School. The city of Okawa developed as a town of carpenters thanks to its position as a place for storing timber brought from upstream Chikugo River. New junior high school furniture was developed to create spaces in which children raised in this area can feel proud about the local industry. Through observation of existing junior high schools, we discovered the issues facing school spaces and in turn designed simple and functional furniture with consideration for safety and ease of use in order to resolve these issues, supporting students’ various activities. In addition, having perceived the impact of high-quality spaces on the behavior, thinking and life-scape of the students who spend time there, we aimed to model the furniture by making effective use of the feel of timber materials so as to appeal to the students’ senses.

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  • Comfortable children's toilet
    Noriko Hashida, Tatsuro Tokumoto, Yuki Saiki, Takiya Endo, Masanori Ka ...
    2020 Volume 26 Issue 1 Pages 1_68-1_71
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    A toilet bowl designed for children is an important equipment that allows a child to defecate alone. In order to design a toilet bowl that is comfortable for children to, we considered three points: hygiene, ease of voiding, and a comfortable design. Also, to make the toilet bowl less dirty and easier to clean, we considered a shape with fewer bumps and A sloped toilet seat was added to facilitate defecation. In terms of design, a soft shape with a curved surface was considered. We aimed to design a toilet seat that would meet the needs of kindergarten owners and parents who place importance on interior design.

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  • Man-Li Liao, Yen Hsu
    2020 Volume 26 Issue 1 Pages 1_72-1_77
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    This work adopted the craft of “silk-wrapped flowers” as the design inspiration for the bridal bouquet. If the making of the bouquet only stresses the craftsmanship, without concretely expressing the design concept and process, the bouquet might be a mere display, rather than a manifestation of the design connotation. Therefore, this work transformed the development of design association into “Five Stages of Shape Context” (FSSC). Based on the formation of the above design context, the elements of the design were realized concretely, leading to the final work of “silk, blooming, hope of blessing” (Figure 1). At the same time, FSSC was verified between the transformation of the practical design thinking process and the actual situation, so as to solve the problems that cannot be specifically described in the creation process.

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  • Kuniko Otomo
    2020 Volume 26 Issue 1 Pages 1_78-1_83
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    This report presents an example of product development and trial manufacturing of stole brand project carried out in Kiryu City in Japan, which is famous for its variety of textile-related enterprises.This paper focuses on the development of the project, from design proposals to product prototypes.
    Based on the results of the survey conducted in the previous year, the design proposal was to utilise the advantages of the technology unique to the textile engineer or factory. It was also proposed to try cooperative production in the production area. In this project, an expert committee consisting of experts selected an endangered plant that grows only on Mt. Narukami as a visual motif. As a first step toward comprehensive production area branding, some prototypes were designed with the alliance of enterprises. Accordingly, problems for future development were examined.

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  • Kumiko Kamitsuna, Hirokazu Yamada, Kosuke Tsuji, Fuyuki Tazaki, Ayako ...
    2020 Volume 26 Issue 1 Pages 1_84-1_89
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Yokohama University of Art and Design (YUAD) founded an Interdepartmental Collaborative Research Team committed to designing on-campus public signages that are intuitive and user-friendly to both students and visitors alike in campus navigation. In 2013, the research team was renamed The Basic Plan of YUAD Campus Sign System & Design (“Campus Sign Basic Plan”). In 2018, a technical team (“Working Team”) was formed and it continues to this date as YUAD Campus Sign Design & Technical Development (“Campus Sign Design Production”). All planning and production of interior signage was to be completed by 2020, however, due to COVID-19, its new completion date is now set for 2021 and later.
    This study summarizes the team’s finished work as of 2019:  its design and practical execution and outcomes pertaining to YUAD’s exterior public guiding signage, navigational signage, and facility signage.

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  • A Regional Design for Street Reconstruction in Okazaki City, Aichi Prefecture
    Takanori Ito, Shota Iwasaki, Yuichi Yamamoto, Tomohiro Nishida
    2020 Volume 26 Issue 1 Pages 1_90-1_93
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    This work is a social experiment conducted by Okazaki town development Corporation on Kosei Street in Okazaki City, Aichi Prefecture for street reconstruction. First, we designed a black and white striped logo in the motif of Okazaki Castle, and held a workshop to grasp the demands of citizens. We staged a social experiment that reflected it.
    By installing black and white fixtures in the public space and attracting shops, we created a integrated space. Using the eaves of the shops, the project induced a variety of activities on the sidewalk. By installing parklets, we create a place for relaxation on the roadway.
    A variety of activities were created on Kosei Street, where many people were just passing through. The development of a logo helped to unify the design of the street and create a city that citizens can take pride.

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  • “Yamadabashi Omoide Terrace"
    Satoshi Hano
    2020 Volume 26 Issue 1 Pages 1_94-1_99
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Children and the elderly are minority users in the public spaces, but they are also lead users in the achieving normalization. We need to design public spaces that are children and elderly friendly by diverse approaches. We connected the memory of life through the collaboration of diverse generations in the use of the former site. And, we have created a public space where children and the elderly interact daily. In promoting the project, we focused on creating a sense of value for the landscape. We created opportunities for intergenerational exchange, including the production and performance of a picture-story show, making lanterns, and interacting in an open space. The pocket park was developed in the context of the community and became a space to connect with the local nature, history, and culture, as well as a children and elderly friendly space.

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  • Koichiro Fumoto, Yasuyuki Hirai, Shingo Hidaka
    2020 Volume 26 Issue 1 Pages 1_100-1_105
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    Braille literacy rate for people with visual disabilities in Japan is 12.7%. Considering this number, current tactile maps mainly composed of Braille and other haptic symbols cannot be said to be an effective system of information.
    This paper describes a tactile map that enables all people access of information to the National Museum of Ethnology making this museum a universal one.
    This is an interactive tactile map system makes possible that people with or without visual disabilities can experience this place. The finger guide on the touch panel display enables the user to physically trace the route, while a voice guidance system helps the visitor reaching the desired point of exhibition.

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  • Takuya Suzuki, Miki Namatame
    2020 Volume 26 Issue 1 Pages 1_106-1_111
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    The subject of this paper is to report the process and works of the participatory design for the JR (Japan Railways)-Hatori-Station’s passage in Omitama-City. The area around Hatori Station has been developed by the concept of “Civic participation.” Therefore, we designed it by the participatory design from creating a design concept until making the wall, together with the citizens. We researched their hometown-pride and designed the graphic of the passage’s wall. We developed the mosaic tile art creation system by using tiny ceramic tiles. The system was suitable for the participatory design. The workshop for making the wall with 120 participants has succeeded.

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  • Mao Kudo
    2020 Volume 26 Issue 1 Pages 1_112-1_117
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    One pressing matter facing Japan in light of the fast-approaching Tokyo 2021 is the adaptation of environments to enable more universal. One tool to help address this issue is sign that indicates what is located where in order to guide people to destinations. In the present project, we designed signage focusing on ‘ease of understanding’ for high-school students with intellectual disabilities. The sign designs were completed and installed in educational facilities in March 2019. Our survey showed that indicators of ‘ease of understanding’ for pictogram forms and ruby. Through additional endeavours similar to this, we hope to more widely disseminate designs that consider ease of understanding for people with disabilities and to establish methods for conducting research about design that are mindful of particular features of disabilities. We hope to contribute to the building of a society that grants easy information access to greater numbers of people by lessening the particular cognitive difficulties faced by people with disabilities and by reflecting this in design.

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  • Yasunori Sannomiya, Yasushi Harada
    2020 Volume 26 Issue 1 Pages 1_118-1_123
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    This work is a database application to organize large numbers of icon files. The app is the result of a study in which i enter a community and create an application in the field with them. This time, I participated in a design office and got the idea how to display a list of icons in an icon design project. First we made a prototype which showed a simple list. In the process of using the app, designers wanted to be able to manage design works. Secondary, we deployed a search function based on keywords and tags. For a final phase of the design work, it was necessary to compare icons, which created a new purpose for the application. The process shows the change of purpose and function through processing work, and the importance of seeing the change within the field of research.

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  • Sayoko Tanaka, Makoto Kobayashi, Yoshihiro Miwa
    2020 Volume 26 Issue 1 Pages 1_124-1_129
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    We developed e-learning content for researchers to learn visual design practically based on our previous research results. The content was devised so that participants can learn how to express visual materials (slides, posters, papers/applications) for research presentations in a comprehensive and aesthetically pleasing way. The elements of visual design taught are drawing, color schemes, charts, diagrams, tables, typography, and layout. To learn practically, learners will watch the explanatory videos, and then perform exercises and confirmation tests.
    This e-learning content was evaluated in a graduate school class. As a result of this content, 94% of participants said they improved their knowledge and skills related to research visual design. Also, 93% were satisfied with their proficiency in visual design for research presentations. They said the most useful content was “layout” (66%) and “color scheme” (56%).
    The e-learning content is open to the public at https://visual-skills.studio.design.

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  • Yoshito Nakano, Akari Iwamoto, Tsuyoshi Ando, Kaoru Inoue
    2020 Volume 26 Issue 1 Pages 1_130-1_135
    Published: March 31, 2021
    Released on J-STAGE: March 19, 2021
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    The aim of this project is to create a complete set of teaching materials about alcoholism for alcoholic patients and it will be used in hospitals with dependency experts.
    Although drinking alcohol is a part of society, the lack of knowledge about can cause people to become alcoholics.
    The increasing number of alcoholics is a global problem.
    The existing teaching materials often explain about alcoholism with bad image (such as violence, laziness), and that will strengthen the denial of patients. Therefore, this project will help patients understand alcoholism accurately.
    Patients will be tested and verified to check the effectiveness in both medical and patient sides.

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