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Ben Walters

Part 2 - How video games are good for the brain - The Boston Globe - 0 views

  • A type of scan that illuminates brain activity showed that at the end of the three months, the girls’ brains were working less hard to complete the game’s challenges. What’s more, parts of the cortex, the outer layer of their brains responsible for high-level functions, actually got thicker. Several of these regions are associated with visual spatial abilities, planning, and integration of sensory data.
  • Other researchers are hoping to use video games to encourage prosocial behaviors - actions designed to help others.
  • Generalizability to non-game situations is the big question surrounding other emerging games, particularly software that is being marketed explicitly as a way to keep neurons spry as we age. The jury is still out on whether practicing with these games helps people outside of the context of the game. In one promising 2008 study, however, senior citizens who started playing Rise of Nations, a strategic video game devoted to acquiring territory and nation building, improved on a wide range of cognitive abilities, performing better on subsequent tests of memory, reasoning, and multitasking. The tests were administered after eight weeks of training on the game. No follow-up testing was done to assess whether the gains would last.
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  • Now that researchers know these off-the-shelf games can have wide-ranging benefits, they’re trying to home in on the games’ most important aspects, potentially allowing designers to create new games that specifically boost brain power.
  • “Until now, people have been asking can you learn anything from games?’’ MIT’s Klopfer said. “That’s a less interesting question than what aspects of games are important for fostering learning.’’
  • Do students learn more with a more narrative game?
  • is assessing whether games that are novel, include social interaction, and require intense focus are better at boosting cognitive skills. McLaughlin and her colleagues will use the findings to design games geared toward improving mental function among the elderly.
  • Does this mean that Tetris is good for your brain?’’ Haier said. “That is the big question. We don’t know that just because you become better at playing Tetris after practice and your brain changes . . . whether those changes generalize to anything else.’’
  • an international team of researchers, including several from Iowa State University, reported that middle school students in Japan who played games in which characters helped or showed affection for others, later engaged in more of these behaviors themselves.
  • Researchers also found that US college students randomly assigned to play a prosocial game were subsequently kinder to a fellow research subject than students who played violent or neutral games.
  • Unlike, say, movies or books, video games don’t just have content, they also have rules. A game is set up to reward certain actions and to punish others. This means they have immense potential to teach children ethics and values
  • (Of course, this is a double-edged sword. Games could reward negative, antisocial behavior just as easily as positive, prosocial behavior.)
  • Some off-the-shelf games already contain strong prosocial themes
  • he classic Oregon Trail, which make players responsible for the well-being of other characters and feature characters who take care of one another.
  • “Ultimately, the video game needs to be an entertaining experience,’’ Seider said. “The game has to be fun.’’
Shumona Raha

Euthanasia - Described and Debated - 0 views

  • active and passive
  • the elimination of the old, weak, and disabled.
  • People who are "not useful" could be exterminated simply for that reason
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  • request death for the sick because of questionable reasons. Someone might only be thinking of their own gain, knowing that they are mentioned in a will.
  • Many believe that "only God can give life and only God should take it away" (Cundiff, 64). There is also the question to consider of the fallibility of physicians. Many lives could be ended too hastily as a result of incorrect prognosis or diagnosis.
  • While the pain should be treated (for example, with painkillers), the person should not be forced to live through methods like life-support,
  • In most cases, people who request assisted suicide or euthanasia are actually crying for help
  • Euthanasia could easily become a way to minimize health care costs.
  • physicians are being offered cash bonuses if they fail to provide care for their patients. Doctors could face financial risks for actually doing their jobs.
  • Medical care is something that must be provided. We cannot walk out on people who are suffering
  • No person is entitled to consent to have death inflicted on him, and such consent does not affect the criminal responsibility of any person by whom death may be inflicted on the person by whom consent is given.
  • it is called passive
  • "the government [does] not have the right to [allow] one group of people . . . to kill another group of people"
  • The government also does not intend to make anyone suffer
  • The allowance of euthanasia would open up doors of undesirable practices.
Mihikaa Naik

Frequently Asked Questions - 0 views

  • Mozart Effect® is an inclusive term signifying the transformational powers of music in health, education, and well-being.
  • Research with Mozart's music began in France in the late 1950s when Dr. Alfred Tomatis began his experiments in auditory stimulation for children with speech and communication disorders.
  • 1990, there were hundreds of centers throughout the world using Mozart's music containing high frequencies, especially the violin concertos and symphonies, to help children with dyslexia, speech disorders, and autism.
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  • Mozart's music is the most popular and researched music for helping modify attentiveness and alertness.
  • The time of day, the sounds in the environment such as air conditioners, and outside sounds all modify the way we can concentrate
  • ). Dr. Georgi Lozanov suggests slow Baroque music for optimal learning
  • When rhythm, melody, and harmony are organized into beautiful forms, the mind, body, spirit, and emotions are brought toward harmony.
  • Music reaches multiple areas of the brain, more than just language and therefore can be quite effective in a clinical environment
  • Studies show that playing music early in life helps build the neural pathways that allow language, memory, and spatial development to take place.
Dillon Patel

The main cause of global warming | Time for change - 0 views

  • It took more than 20 years to broadly accept that mankind is causing global warming with the emission of greenhouse gases.
  • More than 80% of the world-wide energy demand is currently supplied by the fossil fuels coal, oil or gas.
  • energy demand is simply too high.
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  • Why have warnings about climate change been ignored for more than 20 years?
  • The true cause of global warming is our thoughtless attitude to Nature.
  • Why were ever more scientific evidence demanded to find the coherence of man-made CO2 emissions as cause of global warming? Why wasn't common sense reason enough to act?
  • Why can one still today find people who stick their head in the sand and don't want to understand what's going on in the earth's atmosphere?
  • Why do most people refuse to change their personal behavior voluntary in order to reduce CO2 emissions caused by their activities?
  • The answer to all these questions is a rather simple one:
  • In our technology and scientific minded world, we seem to have forgotten that mankind is only a relatively minor part of Nature. We ignore being part of a larger whole.
  • It's your personal decision whether you want to be the cause of global warming
  • In this context the question is whether global warming and its effects will eventually wake up mankind and spark off a change of paradigm. Will we understand this hint of Nature to follow the true meaning of life or will we continue to let us manipulate by media and advertisement as sheer and willing consumers in the economic cycle? Will we continue to strive for power, prestige and possessions following the concept „the more the better "? Shall economic growth and an ever increasing personal income continue to be the reason for being here, beyond everything else?
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    This website looks very reliable, and it mentions that humans need to realize that it's time for for a change, because global warming is becoming more visible, and scientists have said that global warmings' main cause are humans... With my argument.
Vikram Mohan

New York City voters oppose mosque near Ground Zero - New York Political Buzz | Examine... - 0 views

  • The planned Staten Island mosque would be partly built on a street named in honor of a firefighter that was killed as a result of the 9/11 terror attacks. Visit here for a breakdown of the Quinnipiac poll results and questions. The Muslim initiative that intends to build a mega mosque and center near Ground Zero is named the Cordoba Initiative. The president of that Initiative is Imam Feisal Abdul Rauf and has the support and backing of the Malaysian government, which desires Sharia law.
Vikram Mohan

Mosque debate: New Yorkers take dim view of rabble-rousing outsiders - 0 views

  • The heated national debate is unrecognizable from the reality in New York, both politically and spatially. For starters, there are the practical questions of whether the Islamic center's politically unconnected organizers have the savvy and know-how to navigate the city's real estate universe or to put together the $100 million they need for their ambitious project. But if they somehow do, the city's entire political establishment supports their right to build on private property.
Harshil Asnani

Should fast food restaurants be forced to serve healthier food? - Yahoo! Answers - 0 views

  • It seems to me that the fast food industry should be blamed for most if not all of the obesity in America. People want to eat healthy but the fast food industry has taken over. There are no other alternatives. Sure they claim to have healthy alternatives but when you look at their version of a healthy alternative in most cases you are back where you began. For instance the salad that they offer has the same deep fried chicken loaded with sodium that they put on the sandwich and the salad dressing is loaded with empty calories. Shouldn't the fast food industry be held more accountable for the products they serve. One sandwich can have the entire days worth of fat and calories. Like it or not fast food is a way of life and the industry should bear some of the blame. We should start a campaign to reduce calories across the board.
Simran Fabiani

Does the Media Influence Anorexia on Teenagers? - 1 views

  • When the media is constantly bombarding children and teens alike with messages about the "ideal" or "perfect" beauty, and uses underweight movie stars, singers, etc- then it's not hard to ask the question "Does the media influence Anorexia on teenagers?"
  • Instead of blaming themselves, the media and others- it's im
  • portant to remember that some teenagers are more susceptible to eating disorders than others, and some are going to develop Anorexia or another eating disorder with or without outside influences such as media or peers.
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  • The latest example of this trend, is the recent come-back of Britney Spears- after she'd given birth to two children, she was ridiculed for wearing a skimpier outfit, due to being "fat." The problem is, although she'd had two children, she was far from fat- yet the media criticized her for daring to show her "less than perfect" body on national television. With issues like this, it's no wonder that children and teenagers are being bombarded with messages of what perfection is and how to "be" perfect.
  • to encourage a healthy body image.
  • now unless an actress or model is thin to the point of practically being able to see bones, she is criticized as being "fat."
  • The media influences teens' self-esteem and self-worth when it constantly bombards them with what society now considers ideal, and a distorted perception of what's "perfect." To stop the negative influence that the media has on children and teenagers, it's a good idea to limit exposure of body-image damaging programs, magazines and it's good
  • it's extremely unusual- rare even- for an actor, actress, or other star to be "over-weight"- or even of a normal weight.
  • When children see these images on television, in magazines, in songs, movies, etc- then it's no wonder that the rate of eating disorders among teenagers is rising rapidly, and now parents are feverishly searching for an answer.
  • If Marilyn Monroe or Rita Hayworth were around today, they'd be labeled as "fat." What a twist, and a shocking example of how our society has misplaced standards of beauty and "perfection!"
Mihikaa Naik

"The Mozart Effect": A Small Part of the Big Picture - 0 views

  • the Mozart Effect actually does not increase general intelligence and lasts only a few minutes, it does not provide a substitute for music study and practice.
  • Studies have shown that music education and music-making have positive effects on many mental and behavioral factors that are themselves not part of music.
  • mass media have played a major role in starting and maintaining public excitement about the Mozart Effect.
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  • This story began in 1993 when Frances Rauscher, Gordon Shaw and Katherine Ky published a brief paper in the prestigious journal Nature
  • . The report by Rauscher, Shaw and Ky suggested that listening to music actually caused the brain to perform better in spatial reasoning, at least for a few minutes.
  • Mozart Effect was born as the idea that listening to Mozart increases intelligence
  • In short, they argue that the Mozart Effect is caused by a more pleasant mood.
  • Mozart Effect described here applies to children
  • long term involvement in music lessons
  • the question is whether or not brief exposure to certain music can produce long term improvements in intelligence, either limited to spatial/temporal abilities or to more general intelligence, then the answer is no.
  • Understanding and appreciating musical forms, genres, meanings and performances in historical, social and cultural context
  • Educated Listening in music classes for one or more school years
  • Reading musical notation, integrating sight, sound, touch and movements to perform and express self musically, solo, in cooperative group or both
  • Instrumental or vocal lessons and regular practice for several years
  • Mozart Effect requires only 10 minutes of exposure (not necessarily even attentive listening) to music.
Ben Walters

Violence and Video Games - 0 views

  • As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot. Many are quick to point out that most school shootings in recent years have been carried out by avid gamers, and their games of choice were always dark and violent.
  • But it begs the question: Which comes first? Can aggressive and violent behavior be attributed to violence in video games? Or do those who play already have violent tendencies which draw them to violent games? It's a type of "chicken or the egg" debate that has strong advocates on both sides.
  • The more lifelike they've become, the more interest there has been in the correlation between violent games and violent behavior.
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  • In order to play and win, the player has to be the aggressor. Rather than watching violence, as he might do on television, he's committing the violent acts. Most researchers acknowledge that this kind of active participation affects a person's thought patterns, at least in the short term.
  • Another factor that concerns both researchers and parents is that violence in video games is often rewarded rather than punished.
  • If played frequently enough, games like this can skew a young person's perception of violence and its consequences.
  • In 2002, researchers Anderson and Bushman developed the General Aggression Model (GAM). Often considered one of the greatest contributions to the study of violence and video games, the GAM helps explain the complex relationship between violent video games and aggressive gamers.
  • The GAM takes some (though not all) of the heat off video games by acknowledging that a gamer's personality plays into how he is affected by violence. Anderson and Bushman refer to three internal facets - thoughts, feelings, and physiological responses - that determine how a person interprets aggressive behavior. Some people's responses are naturally more hostile, making them predisposed to respond more aggressively to violent video games.
  • Short-term effects were easily identified in the GAM; the most prominent being that violent games change the way gamers interpret and respond to aggressive acts. Even those who aren't predisposed to aggression respond with increased hostility after playing a violent video game. The game becomes what's called a "situational variable" which changes the perception of and reaction to aggressive behavior.
  • No long-term studies have been conducted to date, so there are only hypotheses.
  • Anderson and Bushman theorized that excessive exposure to violent video games causes the formation of aggressive beliefs and attitudes, while also desensitizing gamers to violent behaviors.
  • Parents would be wise to monitor the amount of time their kids spend gaming and watch closely for any negative effects.
Ben Walters

Were video games to blame for massacre? - Technology & science - Games - msnbc.com - 0 views

  • The shooting on the Virginia Tech campus was only hours old, police hadn't even identified the gunman, and yet already the perpetrator had been fingered and was in the midst of being skewered in the media.
  • Video games. They were to blame for the dozens dead and wounded. They were behind the bloodiest massacre in U.S. history. Or so Jack Thompson told Fox News and, in the days that followed, would continue to tell anyone who'd listen.
  • But whether Seung-Hui Cho, the student who opened fire Monday, was an avid player of video games and whether he was a fan of "Counter-Strike" in particular remains, even now, uncertain at best.
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  • Meanwhile, in the aftermath of the school shootings and the finger-pointing that followed, game players and industry advocates say they're outraged that the brutal acts of a deeply disturbed and depressed loner with a history of mental illness would be blamed so quickly on video and computer games. They say this is perhaps the most flagrant case of anti-game crusaders using a tragedy to promote their own personal causes.
  • "It's so sad. These massacre chasers — they're worse than ambulance chasers — they're waiting for these things to happen so they can jump on their soapbox," said Jason Della Rocca,
    • Ben Walters
       
      'common sense tells me'
  • When Jack Thompson gets worked up, he refers to gamers as "knuckleheads." He calls video games "mental masturbation." When he's talking about himself and his crusade against violent games, he calls himself an "educator." He likes to use the word "pioneer."
  • On those rare occasions when a student opens fire on a school campus, Thompson is frequently the first and the loudest to declare games responsible. In recent years he's blamed games such as "Counter-Strike," "Doom" and "Grand Theft Auto III" for school shootings in Littleton, Colo., Red Lake, Minn. and Paducah, Ky.
  • He's blamed them for shootings beyond school grounds as well. In an attempt to hold game developers and publishers responsible for these spasms of violence, Thompson has launched several unsuccessful lawsuits.
  • "It disgusts me," said Isaiah Triforce Johnson, a longtime gamer and founder of a New York-based gaming advocacy group that, in response to the accusations, is now planning what is the first ever gamer-driven peace rally. 
    • Ben Walters
       
      Counter Strike, the game he blamed for these killings, has two objectives. Protect an objective from a bomb that the team of terrorists are going to try to plant, or to plant this bomb. Neither of these objectives have to include murder, or solo missions.
  • authorities released a search warrant listing the items found in Cho's dorm room. Not a single video game, console or gaming gadget was on the list, though a computer was confiscated. And in an interview with Chris Matthews of "Hardball," Cho's university suite-mate said he had never seen Cho play video games.
  • "This is not rocket science. When a kid who has never killed anyone in his life goes on a rampage and looks like the Terminator, he's a video gamer,"
  • And in a letter sent to Bill Gates Wednesday, he wrote: "Mr. Gates, your company is potentially legally liable (for) the harm done at Virginia Tech. Your game, a killing simulator, according to the news that used to be in the Post, trained him to enjoy killing and how to kill."
    • Ben Walters
       
      See how bad his research is, the only possibility of him ever playing a game was on his computer, yet he blames Microsoft, who created a game for the Xbox (which would be incompatible for a PC) for directly and massively influencing these events.
  • Microsoft did not create "Counter Strike" but did publish a version of it for the Xbox.
  • Fed up with the scapegoating and lack of understanding, gamer groups have begun to get increasingly organized in their attempts to change public perception of their favorite hobby.
  • "You cannot tell me — common sense tells you that if these kids are playing video games, where they're on a mass killing spree in a video game, it's glamorized on the big screen, it's become part of the fiber of our society. You take that and mix it with a psychopath, a sociopath or someone suffering from mental illness and add in a dose of rage, the suggestibility is too high. And we're going to have to start dealing with that."
  • Dr. Karen Sternheimer, a sociologist at the University of Southern Calfornia and author of the book " Kids These Days: Facts and Fictions About Today's Youth," disagrees. She believes that it didn't require much skill for Cho to shoot as many people as he did. After all, eye witness accounts indicate many of the victims were shot at point-blank range.
  • And for all of Thompson's claims that violent video games are the cause of school shootings, Sternheimer points out that before this week's Virginia Tech massacre, the most deadly school shooting in history took place at the University of Texas in Austin… in 1966. Not even "Pong" had been invented at that time.
  • Sternheimer says the rush to blame video games in these situations is disingenuous for yet another reason. Although it remains unclear whether Cho played games, it seems nobody will be surprised if it turns out he did. After all, what 23-year-old man living in America hasn't played video games?
  • "Especially if you're talking about young males, the odds are pretty good that any young male in any context will have played video games at some point,"
  • "I think in our search to find some kind of answer as to why this happened, the video game explanation seems easy," she says. "It seems like there's an easy answer to preventing this from happening again and that feels good on some level."
  • The blame game
  • Jason Della Rocca agrees. "Everyone wants a simple solution for a massively complex problem. We want to get on with our lives."
  • As the leader of an organization that represents video game creators from all over the world, Della Rocca knows the routine all too well.
  • Someone opens fire on a school campus. Someone blames video games. His phone starts ringing. People start asking him questions like, "So how bad are these games anyway?"
  • Of course, he also knows that this is far from the first time in history that a young form of pop culture has been blamed for any number of society's ills. Rock and roll was the bad guy in the 1950s. Jazz was the bad guy in the 1930s. Movies, paintings, comic books, works of literature…they've all been there.
  • Still, Della Rocca believes that people like Thompson are "essentially feeding off the fears of those who don't understand games."
  • For those who didn't grow up playing video games, the appeal of a game like "Counter-Strike" can be hard to comprehend. It can be difficult to understand that the game promotes communication and team work. It can be hard fathom how players who love to run around gunning down their virtual enemies do not have even the slightest desire to shoot a person in real life.
  • "It's the thing they don't understand," Della Rocca says. "It's a thing that's scary."
  • While Thompson concedes that there are many elements that must have driven Cho to commit such a brutal act, he insists that without video games Cho wouldn't have had the skills to do what he did. "He might have killed somebody but he wouldn't have killed 32 if he hadn't rehearsed it and trained himself like a warrior on virtual reality. It can't be done. It just doesn't happen."
  • the members of Empire Arcadia — a grassroots group dedicated to supporting the gaming community and culture — have been so incensed by the recent attempts to blame video games for the Virginia Tech shootings that they've begun planning a rally in New York City with the assistance of the ECA.
  • "There we will protest, mourn and show how real gamers play video games peacefully and responsibly," organizer Johnson wrote on the group's Web site. "This demonstration is to show that gamers will not take the blame of this tragic matter but we will do what we can to help put an end to terrible events like this." Johnson says that, ultimately, he hopes the rally — scheduled for May 5 — will help people better understand video game enthusiasts like him. "We are normal people," he says. "We just play games."
Dillon Patel

White House report says people cause global warming - 27 August 2004 - New Scientist - 0 views

  • White House report says people cause global warming
  • People are responsible for the spike in global warming in the last 30 years, says a new US government report.
  • enact policies to curb greenhouse gas emissions.
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  • Our Changing Planet
  • climate change research by 13 government agencies.
  • The document reports that global warming in the first half of the 20th century, estimated at 0.2°C above pre-industrial temperatures, "was likely due to natural climate variation", including increased solar activity.
  • can only be explained when factors related to human activity
  • "There's nothing else we can blame it on, really,"
  • "If we don't put the changes in carbon dioxide into our models, we don't get global warming out."
  • "Well over 98% of scientists competent in this area would agree with that," he told New Scientist.
  • "The big question is what effect this will have on climate policy," Janetos told New Scientist.
  • that would be big news indeed."
  • Trenberth agrees, saying Bush's policy thus far has been to "take whatever nature throws at us
  • "Bush has said that if we do something about emissions, it will hurt the economy,"
  • Others experts have lobbied the government to regulate carbon dioxide through the Clean Air Act.
  • "This research will help decision makers and managers in the US and other countries evaluate and respond to climate change."
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    According to the white house, humans are the main cause. Reliable source.
krpa savlani

Zodiac Killer - Suspect Arthur Lee Allen - 0 views

  • Allen said that he had "neglected to inform the Vallejo officer who had talked to him about being seen by his neighbor at the time he was questioned.
  • showing too much interest in small children
  • did have and owned two handguns, one revolver and the other some type of automatic
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  • he had left the Corvair parked at the Richfield Service station at Nebraska
  • Arthur Allen was employed at this service station as an attendant
Kanika Vaish

Dueling Teen Pregnancy Tales: Jamie Lynn and Gloucester High - NYTimes.com - 0 views

  • As summer vacation begins, 17 girls at Gloucester High School are expecting babies — more than four times the number of pregnancies the 1,200-student school had last year. [...] All it took was a few simple questions before nearly half the expecting students, none older than 16, confessed to making a pact to get pregnant and raise their babies together. Then the story got worse. “We found out one of the fathers is a 24-year-old homeless guy,” the principal says, shaking his head.
  • a sudden baby boom among students at Gloucester High School in Massachusetts, which Time Magazine says is apparently no coincidence:
Ben Walters

Chinese suicide shows addiction dangers - News - play.tm - 0 views

  • The suicide of a young Chinese boy in the Tianjin province has highlighted once more the growing dangers of game addiction, when those responsible don't understand or notice the risks of unhealthy play. Xiao Yi was thirteen when he threw himself from the top of a twenty-four story tower block in his home town, leaving notes that spoke of his addiction and his hope of being reunited with fellow cyber-players in heaven. The suicide notes were written through the eyes of a gaming character, so reports the China Daily, and stated that he hoped to meet three gaming friends in the after life. His parents, who had noticed with growing concern his affliction, were not mentioned in the letters.
  • My kid was like someone taking drugs who could not control himself,"
  • "His mother and I were very worried about him. But we knew little about the Internet and we did not know how to save him." Previously, Xiao's parents had found him starving after two days and nights in an internet cafe playing online role-playing games. When questioned about his bizarre behaviour, his father said that a tearful Xiao had told him that he had been poisoned by games and could no longer control himself.
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  • "In the hypothetical world created by such games, they become confident and gain satisfaction, which they cannot get in the real world."
  • Foreign influences in games played by Chinese youngsters (most of which are imported) were accused of having a negative influence, of promoting 'demon worlds', to their impressionable audiences
  • it seems more likely that it was issues in the victims own life which drew him to seek such extreme escapism.
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