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Sustainable Instrumentation of Everyday Commodities - Concepts and Tools
Boris Brandherm, Alexander Kröner, Jens Haupert, Michael Schmitz, Frank Lehmann and Ralf Gampfer
10th Annual IEEE International Conference on Pervasive Computing and Communications. IEEE International Conference on Pervasive Computing and Communications (PerCom-12), 10th, March 19-23, Lugano, Switzerland
[BibTeX]
Nachhaltiges Konzept zur Förderung der Therapietreue [Sustainable Concept for Increasing Compliance
Boris Brandherm, Alexander Kröner, Michael Schmitz, Jens Haupert, Frank Lehmann and Ralf Gampfer
Demographischer Wandel - Assistenzsysteme aus der Forschung in den Markt. Deutscher AAL-Kongress (AAL-12), 5. Deutscher AAL-Kongress mit Ausstellung, January 23-25, Berlin, Germany
[BibTeX]
Patientenindividuelle Förderung der Therapietreue durch intelligente Medikamentenverpackungen
Boris Brandherm, Alexander Kröner, Michael Schneider, Jens Haupert and Michael Schmitz
Demographischer Wandel - Assistenzsysteme aus der Forschung in den Markt. Deutscher AAL-Kongress (AAL), 4. Deutscher AAL-Kongress mit Ausstellung, January 25-26, Berlin, Germany
[BibTeX]
Concepts for Life-Like Interactive Objects
Michael Schmitz
Proceedings of the fifth international conference on Tangible, Embedded, and Embodied Interaction (TEI '11). ACM, New York, NY, USA, 157-164
[BibTeX]
[ACM ref]
Designing Tangible Interaction With Anthropomorphic Smart Objects
Michael Schmitz
Proceedings of the IADIS International Conference on Interfaces and Human Computer Interaction. Freiburg, Germany
Demo: Authorized Access on and Interaction With Digital Product Memories
Boris Brandherm, Jens Haupert, Alexander Kröner, Michael Schmitz, Frank Lehmann
8th Annual IEEE International Conference on Pervasive Computing and Communications. IEEE International Conference on Pervasive Computing and Communications (PerCom-2010), March 29 - April 2, Mannheim, Germany, Pages 838-840, ISBN 978-1-4244-5328-3, IEEE Computer Society, 2010.
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In the Project "Semantic Product Memory" we exploit the lessons learned so far for the general design of a Digital Product Memory (DPM). DPMs can be used along their product's life cycle to collect data by different instances. In case of the individualized weekly medicament blister for patients from 7x4 Pharma not only the collected data but even the product itself is private. If we equip such a product with a DPM the collected data should be accessible -individually or role-based- only by authorized persons. This authorized access can be accomplished via a roles and rights management system and a secure identification provided by the new German electronic identity card. With our demonstrator we will present a system, which allows an authorized access on a DPM. Depending on the rights and roles of a user different data and different views will be available and displayed accordingly.
Roles and Rights Management Concept With Identification by Electronic Identity Card
Boris Brandherm, Jens Haupert, Alexander Kröner, Michael Schmitz, Frank Lehmann
8th Annual IEEE International Conference on Pervasive Computing and Communications. IEEE International Conference on Pervasive Computing and Communications (PerCom-2010), March 29 - April 2, Mannheim, Germany, Pages 768-771, ISBN 978-1-4244-5328-3, IEEE Computer Society, 2010.
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Adherence to therapy, what is termed "compliance", is a very important topic in Medicare. It has considerable effects not only in terms of enhancing quality of life for patients, but also in reducing the financial burden on the health care system. The individualized weekly medicament blister for patients (7x4 Box) from 7x4 Pharma increases the compliance and helps to keep the health expenditures as low as possible. A potential extension of the 7x4 Box could be a digital product memory which makes the imprinted data on the box electronically accessible in order to enable new innovative services which helps to increase the compliance. If we do not secure the data from an unauthorized access there is a possibility that third parties can read out the data unperceived and on a grand scale. In this paper we show how we can realize an authorized access -- individually or role-based -- on the data via identification by the new German electronic identity card.
The Shopping Experience of Tomorrow: Human-Centered and Resource-Adaptive
Wolfgang Wahlster, Michael Feld, Patrick Gebhard, Dominikus Heckmann, Ralf Jung, Michael Kruppa, Michael Schmitz, Lübomira Spassova and Rainer Wasinger
Matthew Crocker and Joerg Siekmann (eds). Resource-Adaptive Cognitive Processes. Cognitive Technologies Series. Springer Verlag Berlin, 2010, pp. 205-237
The Augmented Dorfladen – Interacting with Real and Virtual Products in Instrumented Shelves
Michael Schmitz, Elena Minina and Homeira Quraischy
Proceedings of 5th International Conference on Intelligent Environments, Barcelona, Spain, July 20 - 21, 2009
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This work describes a multimodal product information and comparison
system designed for a rural corner store (the so called Dorfladen). Such a
Dorfladen only provides a limited assortment, which we extend with virtual items
on embedded displays, allowing customers to inspect and select unavailable
products along their real world shopping activities for later ordering. We present
the design and implementation of the system prototype and discuss the main
results of a formal user study evaluating the user interface, which combines
tangible interaction and natural language dialogues to interact with real and virtual
products in one instrumented space.
Evaluating Tangible Interaction with Real and Virtual Products – Qualitative User Feedback Results
Elena Minina, Michael Schmitz and Homeira Quraischy
IADIS Interfaces and Human Computer Interaction (IHCI), Algarve, Portugal, 20 - 22 June
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In this paper, we introduce a user study of symmetric multimodal product information and comparison system related to tangible interaction with real and virtual products. The system aims to extend the limited assortment of a small store with virtual items on touch-sensitive display embedded into shelves. It blends tangible interaction of both real products in a shelf and virtual products represented on a nearby screen. The user interface is complemented with a conversational interface that allows users to carry out a natural language dialog to accomplish the comparison and inspection of multiple products of the real and virtual world. The user study examines whether the multimodal interaction with the prototype is perceived as intended. In particular, we describe the key issues of the qualitative user feedback and discuss their implications for the future research steps.
Burgomaster and Pedro - A Pervasive Multi-Player Game for Rural Tourism
Michael Schmitz and Mehdi M. Moniri
IEEE International Conference in Games and Virtual Worlds for Serious Applications, Coventry, UK, March 23 - 24, 2009
[BibTeX]
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Pervasive Games have the potential to add new qualities to otherwise possibly tedious or uninspiring areas and let users interact with their environment in novel and enjoyable ways. The spreading of wireless communication infrastructures and low cost programmable mobile devices equipped with positioning systems and cameras span a large and growing open playground for pervasive gaming applications. In this work we describe the game Burgomaster and Pedro, the result of an interdisciplinary project for the state Ministry of Environment to promote development and tourism of rural areas. It is a multiplayer game that requires its players to explore villages in order to find real and virtual objects, which have to be delivered to given destinations. It also allows to hide from or seek other players, since objects that are being delivered can be stolen by competitors. GPS positioning, wireless communication and visual marker recognition are the key technologies in this game that is designed for playful engagement with rural environments.
Tangible Interaction with Real and Virtual Products - Designing a Shopping Assistant for Rural Communities
Michael Schmitz and Homeira Quraischy
Tangible and Embedded Interaction, Cambridge, UK, February 16-18, 2009
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This work describes the design and development process of an interactive ordering system for rural corner stores, extending the limited assortment of a small store with virtual items on touch-sensitive displays embedded into shelves. The interface blends tangible interaction of both real products in a shelf and virtual products iconically represented on nearby screens. The tangible interaction component is complemented by a natural language interface, supporting comparison and inspection of multiple products of the real and virtual world.
The Digital Sommelier: Interacting with Intelligent Products
M. Schmitz, J. Baus and R. Dörr
Internet of Things 2008, March 26-28, 2008, Zurich, Switzerland
LNCS, Springer-Verlag Berlin Heidelberg
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We present the Digital Sommelier, an interactive wine shopping assistant that provides an intuitive multi-modal interface to general product information as well as to particular attributes of a certain product, such as its current temperature. Wine bottles sense their state via attached wireless sensors and detect user interaction over RFID and acceleration sensors. Visitors can inquire information either through physical interaction with products or a natural language interface. We describe a framework and toolkit for efficient prototyping of sensor based applications as the foundation for the integration of different sensor networks utilized by the sommelier. We further introduce our concept of talking products, an anthropomorphic interaction pattern that allows customers to directly talk to products with personalities.
A Survey of Human-Computer Interaction Design in Science Fiction Movies
M. Schmitz, Ch. Endres and A. Butz
Second International Conference on Intelligent Technologies for Interactive Entertainment (ICST INTETAIN ’08). January 8-10, 2008, Cancun, Mexico. Copyright 2008 ICST. ISBN 978-963-9799-13-4.
Big MaMUT is Watching You – Interaction-Tracking for Instrumented Environments
Michael Schmitz and Henning Zimmer
Proceedings of the 3rd IET International Conference on Intelligent Environments (IE’07), Ulm, Germany
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A major challenge in ubiquitous computing applications
in intelligent environments is the simultaneous support
of multiple users, especially when users interact with
and move freely within the environment - without being
equipped with sensors or personal devices. In such a situation,
it is difficult to provide personalized services, which
- for example - rely on user profiles or histories, if the user
does not explicitly identify her- or himself with the system,
whenever an interaction takes place. We chose a computer
vision based approach to tackle this problem and divided
the problem space into two concerns: Macro-tracking takes
care of people tracking and consistent labelling of users in
order to determine which user is in vicinity of a specific
interactive device (e.g. a touchscreen); Micro-tracking observes
the adjacency of such an interactive device to resolve
ambiguities, in case that more than one person are potential
interactors. The results of these two trackers are fused to
conclude and assign persons to interactions, detected by the
environment. We describe our implementation that can theoretically
integrate arbitrary numbers of cameras, utilizing
off-the-shelf-hardware, i.e. personal computers and cameras
- which was one of the main requirements of MaMUT,
the Macro- and Micro User Tracker.
Interaction Patterns for Smart Products
Michael Schmitz, Robert Dörr, Jörg Baus
Proceedings of the 1st Workshop on the Design of Smart Products (DoSP 2007), 23rd March 2007, Furtwangen University, Germany
Modelling Personality in Voices of Talking Products Through Prosodic Parameters
Michael Schmitz, Antonio Krüger, Sarah Schmidt
Proceedings of IUI2007: International Conference on Intelligent User Interfaces, January 28-31, 2007, Honolulu, Hawaii, USA, ACM Press, New York, 313-316
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In this paper we report preliminary findings from two user studies
that on the one hand investigate how prosodic parameters of
synthetic speech can influence the perceived impression of the
speakers personality and on the other hand explores if and how
people attribute personality to objects such as typical products of
daily shopping. The results show that a) prosodic parameters have a
strong influence on the perceived personality and can be partially
used to achieve a desired impression and b) that subjects clearly
attribute personalities to products. Both findings encourage us to
continue our work on a dialogue shell for talking products.
Modelling and Designing User Assistance in Intelligent Environments (MODIE 2006)
Thomas Pederson, Helder Pinto, Michael Schmitz, Christoph Stahl, Lucia Terrenghi (Eds.)
SFB 378 - Resource-Adaptive Cognitive Processes, Memo Nr. 86: Modelling and Designing User Assistance in Intelligent Environments (MODIE 2006) Workshop in Conjunction with the 8th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI 2006), ISSN 0944-7822, Saarland University
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Ubicomp research continually develops novel interaction techniques, sensing technologies, and new ways of presenting personalized information to the user. Gradually, companies operating in environments such as airports, museums or even shopping malls are becoming aware of the potential benefits in letting such technologies assist their users and customers. Intelligent environments are predicted to aid their users in pursuing their activities, such as wayfinding or shopping, through the situated presentation of personalized information. However, due to the large design space that ranges from wearable computing to public displays, the conceptual and technological choices pose new challenges to the designer of such user-assistance systems.
The MODIE workshop aims towards models, principles and methodologies, which guide the designer of an intelligent environment in the early stages of the development process, such as task and requirements analysis and conceptual design.
A Framework for Multi-User Support in Instrumented Public Spaces
Michael Schmitz
Proceedings of Humans & Computers - Sixth multidisciplinary Conference
September 3-6, 2006, University of Applied Sciences Gelsenkirchen, ISBN 978-3-486-58129-4, p. 469-472
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The emerging trend towards complex technology that supports multiple users in public spaces is evidenced by the presence of shared displays in shopping malls, museums, and airports. As sensing and interaction begin to play a greater role in these environments, application and interaction concepts are evolving to take the distribution and dynamics of users and devices into account. In this paper we describe a layered approach to support multiple in environments that allows concurrent interaction with multiple devices and displays. We further identify issues that arise in public, interactive spaces with multiple users and discuss how we address them in our proposed framework.
SAFIR: Low-Cost Spatial Audio for Instrumented Environments
Michael Schmitz and Andreas Butz
Proceedings of the 2nd International Conference on Intelligent Environments, 5-6 July, 2006, Athens, Greece, ISSN 0537-9989, p. 427-430
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We present a high-level Java API that allows developers of pervasive computing environments to integrate 2D or 3D spatial sound over loudspeakers into systems without any DSP knowledge. The system is platform independent and allows most arbitrary speaker configurations, thereby providing a scalable tool for real-time spatialization with low-cost off-the-shelf hardware.
Anthropomorphized Objects: A Novel Interaction Metaphor for Instrumented Spaces
Michael Schmitz, Jörg Baus, Sarah Schmidt
Thomas Strang, Vinny Cahill, Aaron Quigley (Editors). Pervasive 2006 Workshop Proceedings. Deutsches Zentrum für Luft- und Raumfahrt. ISBN 978-3-00-018411-6
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In this position paper we discuss the new interaction
paradigm of Anthropomorphized Objects, which involves
multimodal interaction with instrumented objects, spanning the
modalities of speech, gestures, sound and haptics. This work aims
at assisting non-expert users to access complex environments by
offering an intuitive interface to services that support users e.g. in
shopping malls to accomplish their shopping tasks. We further
argue that the notion of affect will not only enrich the user
experience but also has the potential to increase the efficiency of
interactions and problem solving abilities of the user.
The Virtual Room Inhabitant – Intuitive Interaction With Intelligent Environments
Michael Kruppa, Lübomira Spassova, Michael Schmitz
Proceedings of the 18th Australian Joint Conference on Artificial Intelligence (AI05)
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Abstract. In this paper we describe a new way to improve the usability of complex hardware setups in Intelligent Environments. By introducing a virtual character, we facilitate intuitive interaction with our Intelligent Environment. The character is capable of freely moving along the wall of the room. The character is aware of the users position and orientation within the room. In this way, it may offer situated assistance as well as unambiguous references to physical objects by means of combined gestures, speech and physical locomotion. We make use of a steerable projector and a spatial audio system, in order to position the character within the environment.
Interacting with Anthropomorphized Smart Objects
Michael Schmitz
Workshop on Smart Object Systems, in conjunction with Ubicomp 2005, September 11—14, 2005, Tokyo, Japan
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In this position paper we describe the novel interaction paradigm of Talking Objects, which involves multimodal interaction with instrumented objects, spanning the modalities of speech, gestures, sound and haptics. This work aims at adding value to services in environments such as shopping malls, museums or theme parks, in which individuals
or groups might interact with objects to accomplish shopping tasks or for entertainment or education by o®ering an intuitive interface to an complex environment.
Design and Applications of a Beer Mat for Pub Interaction
Andreas Butz and Michael Schmitz
Poster at The Seventh International Conference on Ubiquitous Computing (Ubicomp 2005), September 11—14, 2005, Tokyo, Japan
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We describe the design of an interactive beer mat for the support of entertainment activities in pubs. The mat uses a gravity sensor to sense motion and orientation in space and a pressure sensor to sense the weight resting on it. Care was also taken to preserve its original functions, such as absorbing superfluous liquids and providing advertising space. We present a number of activities supported by the mat and show how it can improve the profit of the pub and the mood of the crowd simultaneously.
GUMO - the General User Model Ontology
Dominik Heckmann, Tim Schwartz, Boris Brandherm, Michael Schmitz and Margeritta von Wilamowitz-Moellendorff
Proceedings of the 10th International Conference on User Modeling (UM'2005), Edinburgh, UK, 2005, Springer-Verlag Berlin Heidelberg, LNAI 3538, pp. 428-432
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We introduce the general user model ontology GUMO for the uniform interpretation of distributed user models in intelligent semantic web enriched environments. We discuss design decisions, show the relation to the user model markup language UserML and present the integration of ubiquitous applications with the user model service U2M.
Using Physiological Signals in a User-Adaptive Personal Assistant
Boris Brandherm, Holger Schultheis, Margeritta von Wilamowitz-Moellendorff, Tim Schwartz, Michael Schmitz
Proceedings of the 11th International Conference on Human-Computer Interaction (HCII-2005), Las Vegas, Nevada, USA, 2005
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Since psychophysiological signals are continuously available and usually quickly reflect changes of the user’s state, they constitute an important source of information for adaptive assistance systems. Despite their potential benefits however, physiological information is frequently neglected in current adaptive systems. This may—at least partly—be due to the fact that physiological measures cannot be easily used for adaptation. Instead several steps have to be taken to be able to draw on the advantages of physiology. First, each measure has to be evaluated regarding its suitability to distinguish between user states. Second, the exact relationships between physiological measures and states need to be identified. Finally, psychophysiological information has to be integrated over time and with other sources of information. In the scope of the BAIR project all three sub problems have been tackled and the respective solutions have been combined to give a systematic approach for the utilization of physiological information in user-adaptive personal assistance systems.
Navigational- and Shopping Assistance on the Basis of User Interactions in Intelligent Environments
C. Stahl, J. Baus, B. Brandherm, M. Schmitz and T. Schwartz
Proceedings of the IEE International Workshop on Intelligent Environments (IE 2005), University of Essex, Colchester, UK, 2005
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This paper presents an overview about ongoing work in the project REAL, where we have set up the Saarland University Pervasive Instrumented Environment (SUPIE). In particular we introduce the intelligent environment’s architecture, which serves as the basis for different services and applications running in the environment and supporting their users in different tasks. On the basis of this information we outline our user and location-modeling component needed to establish the navigational– and shopping-assistants developed so far. Both assistants support their users with especially customized presentations. These presentations will be automatically scheduled and presented on public displays in the environment, as explained in the remarks about the presentation manager. Finally, we provide a short outlook on planned future work in the project.
Tangible UIs for Media Control - Probes Into the Design Space
Andreas Butz, Michael Schmitz, Antonio Krüger and Harald Hullmann
in extended Proceedings of CHI 2005, April 2 - 7, 2005, Portland, Oregon, USA
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In a student project over the summer of 2004 teams of computer science and product design students worked together to develop new forms of interfaces for media control in living room contexts. In this paper we des-cribe the design process from collecting first ideas of design choices and iteratively evolving (low-fidelity) prototypes to fully functional products, partially even meeting mass production requirements. We discuss how the interdisciplinary collaboration influenced the creative process in such a way, that the solutions were more realistic than purely design-informed solutions and more inspired than purely technology-informed ones. We experienced that the combination of skills lead to a much more focused design process, which produced fully functional prototypes in a short time. The resulting designs include one interface installed in the room, two autonomous interaction objects which can be freely moved around, and a two-handed inter-face. While these are only small spotlights into a large design space, they nicely show the possible diversity. We also learned that fully functional and aesthetically pleasing prototypes can be developed with techno-logically relatively simple means.
Managing Presentations in an Intelligent Environment
Christoph Stahl, Michael Schmitz, Antonio Krüger, Jörg Baus
MU3I Workshop at IUI 2005, San Diego, USA.
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Intelligent environments enable users to receive information
from a variety of sources, i.e. from a range of displays
embedded in those environments. From a services
perspective delivering presentations to users in such an
environment is not a trivial task. While designing a service
it is, for example, not clear at all which displays will be
present in the specific presentation situation and which of
those displays might be locked by other services. It is
further unclear if other users are able to see the
presentation, which could cause problems for the presentation
of private information in a public space. In this paper
we propose a solution to this problem by introducing the
concept of a presentation service that provides an
abstraction of the available displays. The service is able to
detect conflicts that arise when several users and services
try to access the same display space and provide strategies
to solve these conflicts by distributing presentations in
space and time. The service also notifies the user by a alarm
signal on a personal device each time a presentation is
shown on a public display in order to disambiguate content
between multiple users.
The Virtual Room Inhabitant
Michael Kruppa, Lübomira Spassova, Michael Schmitz
2nd Workshop on Multi-User and Ubiquitous User Interfaces (MU3I)
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[BibTeX]
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In this paper we describe a new way to improve the usability
of complex hardware setups in Instrumented Environments
(IEs). By introducing a virtual character, we facilitate intuitive
interaction with our IE. The character is capable of freely
moving along the walls of the room. In this way, it may offer
situated assistance to users within the environment. We make
use of a steerable projector and a spatial audio system, in
order to position the character within the environment. Our
concept of a virtual character “living” within the IE, and thus
playing the role of an assistant, allows both novice and advanced
users to efficiently interact with the different devices
integrated within the IE. The character is capable of welcoming
a first time visitor and its main purpose is to explain the
setup of the environment and to help users while interacting
with it.
Presentation of a Modular Framework for Interpretation of Sensor Data With Dynamic Bayesian Networks on Mobile Devices
Boris Brandherm and Michael Schmitz
12th GI-Workshop on Adaptivity and User Modeling in Interactive Software Systems (ABIS-2004), Berlin, 2004
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We show in this work an example of how physiological data of a user acquired by bio sensors and interpreted by dynamic Bayesian networks on a personal mobile device are used to adapt notifications to the user state. The described sample application is an instance of our framework that is currently under development in our research group, aiming towards a modular and cross-platform toolkit for sensor integration.
We will give a brief overview of the whole system with its components and conclude with an outlook on future work in this project.
SAFIR: A Spatial Audio Framework for Instrumented Rooms
Michael Schmitz
Workshop on Invisible and Transparent Interfaces, Gallipoli, Italy, 2004
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This paper describes a framework that provides a high-level programming interface in Java to interactively spatialize sound sources in three dimensions. The system can adapt to varying loudspeaker configurations, which affords a high flexibility for the deployment of the audio system regarding amount and placement of speakers. 3D sounds can be created and easily spatialized in real-time by providing the sound (e.g. as a file) and its virtual position in space.
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