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1.
J Neurol Sci ; 462: 123068, 2024 May 31.
Artigo em Inglês | MEDLINE | ID: mdl-38850768

RESUMO

INTRODUCTION: Current upper limb assessment methods in MS rely on measuring duration in tasks like the nine-hole peg test (9HPT). Kinematic techniques may provide a more useful measure of functional change in clinical and research practice. The aim of this study was to assess upper limb function prospectively in people with progressive MS using a kinematic 3D motion capture system and compare with current measures. METHODS: 42 people with progressive MS (PwPMS) and 15 healthy controls reached-and-grasped different objects whilst recorded by a kinematic assessment system. 9HPT, Expanded Disability Status Scale (EDSS), and patient reported outcome measures (PROs) were collected. All measures were taken at baseline for PwPMS and controls, and again at six months for PwPMS. RESULTS: Relative to controls, PwPMS had significantly longer reaction (0.11 s, p < 0.05) and reach (0.25 s, p < 0.05) times. PwPMS took longer to pick-up (0.34 s, p < 0.05), move (0.14 s, p < 0.05), and place (0.18 s, p < 0.05) objects. PwPMS had lower peak velocities when reaching (7.4 cm/s, p < 0.05) and moving (7.3 cm/s, p < 0.05) objects. Kinematic assessment demonstrated consistent differences between PwPMS with mild and severe upper limb dysfunction as defined by PROs, which were not captured by 9HPT or EDSS in this group. PwPMS demonstrated altered grip apertures profiles, as measured by their ability to complete individual parts of the reach and grasp task, between the baseline and follow-up timepoints. CONCLUSIONS: We have created and tested a novel upper limb function assessment tool which has detected changes and characteristics in hand function, not currently captured by the EDSS and 9HPT.

2.
IEEE Trans Haptics ; PP2024 May 27.
Artigo em Inglês | MEDLINE | ID: mdl-38801695

RESUMO

In this survey, we give an overview of hands-free haptic devices specifically designed for navigation guidance while walking. We present and discuss the devices by body part, namely devices for the arm, foot and leg, back, belly and shoulders, waist and finally the head. Although the majority of the experimental tests were successful in terms of reaching the target while being guided by the device, the experimental requirements were wide-ranging. The distances to be covered ranged from just a few meters to more than a kilometer, and while some of the devices worked autonomously, others required the experimenter to act as Wizard of Oz. To compare the usefulness and potential of these devices, we created a table in which we rated several relevant aspects such as autonomy, conspicuity and compactness. Major conclusions are that outdoor devices have the highest technology readiness level, because these allow autonomous navigation through GPS, and that the most compact devices still require the action of an experimenter. Unfortunately, none of the hands-free devices are at a level of readiness where they could be useful to people with visual impairments. The most important factor that should be improved is localization accuracy, which should be high and available at all times.

3.
Lancet ; 399(10337): 1772-1773, 2022 05 07.
Artigo em Inglês | MEDLINE | ID: mdl-35526545
4.
J Neuroeng Rehabil ; 18(1): 15, 2021 01 23.
Artigo em Inglês | MEDLINE | ID: mdl-33485365

RESUMO

BACKGROUND: Hand rehabilitation is core to helping stroke survivors regain activities of daily living. Recent studies have suggested that the use of electroencephalography-based brain-computer interfaces (BCI) can promote this process. Here, we report the first systematic examination of the literature on the use of BCI-robot systems for the rehabilitation of fine motor skills associated with hand movement and profile these systems from a technical and clinical perspective. METHODS: A search for January 2010-October 2019 articles using Ovid MEDLINE, Embase, PEDro, PsycINFO, IEEE Xplore and Cochrane Library databases was performed. The selection criteria included BCI-hand robotic systems for rehabilitation at different stages of development involving tests on healthy participants or people who have had a stroke. Data fields include those related to study design, participant characteristics, technical specifications of the system, and clinical outcome measures. RESULTS: 30 studies were identified as eligible for qualitative review and among these, 11 studies involved testing a BCI-hand robot on chronic and subacute stroke patients. Statistically significant improvements in motor assessment scores relative to controls were observed for three BCI-hand robot interventions. The degree of robot control for the majority of studies was limited to triggering the device to perform grasping or pinching movements using motor imagery. Most employed a combination of kinaesthetic and visual response via the robotic device and display screen, respectively, to match feedback to motor imagery. CONCLUSION: 19 out of 30 studies on BCI-robotic systems for hand rehabilitation report systems at prototype or pre-clinical stages of development. We identified large heterogeneity in reporting and emphasise the need to develop a standard protocol for assessing technical and clinical outcomes so that the necessary evidence base on efficiency and efficacy can be developed.


Assuntos
Interfaces Cérebro-Computador , Mãos/fisiologia , Destreza Motora/fisiologia , Robótica/instrumentação , Reabilitação do Acidente Vascular Cerebral/instrumentação , Atividades Cotidianas , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Reabilitação do Acidente Vascular Cerebral/métodos
5.
IEEE Trans Haptics ; 13(4): 691-698, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32324567

RESUMO

It can be useful to display information about numerosity haptically. For instance, to display the time of day or distances when visual or auditory feedback is not possible or desirable. Here, we investigated the possibility of displaying numerosity information by means of a sequence of vibration pulses. From previous studies on numerosity perception in vision, haptics and audition it is known that numerosity judgment can be facilitated by grouping. Therefore, we investigated whether perception of the number of vibration pulses in a sequence can be facilitated by temporally grouping the pulses. We found that indeed temporal grouping can lead to considerably smaller errors and lower error rates indicating that this facilitated the task, but only when participants knew in advance whether the pulses would be temporally grouped. When grouped and ungrouped series of pulses were presented randomly interleaved, there was no difference in performance. This means that temporally grouping vibration sequences can allow the sequence to be displayed at a faster rate while it remains possible to perceive the number of vibration pulses accurately if the users is aware of the temporal grouping.


Assuntos
Julgamento , Vibração , Percepção Auditiva , Humanos , Visão Ocular , Percepção Visual
6.
Med Humanit ; 46(1): 55-61, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-30894401

RESUMO

This article argues for the value of considering the interaction of literary/cultural studies, disability studies and engineering/design studies in the ongoing development of a critical medical humanities research frame. With a specific focus on prosthesis, but also considerations of embodiment, technology and augmentation as concepts in both cultural/disability theory and engineering/design, we note how the shifting and plastic ideas of 'the prosthetic' as used within cultural studies have never been in conversation with scholars who work on prostheses in engineering design or the processes through which such technologies are produced. Additionally, we show that the increased use of systems engineering in the design and construction of prostheses creates fractured ideas of disabled bodies that frequently ignore both the cultural meaning and lived experience of technology use. In design and engineering, prostheses are literal objects, often made to order for a diverse range of clients and produced across different working platforms; in cultural studies, the word creates multiple resonances around both augmented bodies and non-embodied states increasingly understood in terms of assemblage and supplementarity. Working from this, we outline how questions of metaphor, materiality and systems weave through the different disciplines. The article claims that a critical dialogue between the working methods of literary/cultural studies and engineering/design, for all their obvious differences, possesses the potential to create informed and sophisticated accounts of disability embodiment. Our conclusion brings the strands of the enquiry together and points to the merits of engineering the imagination, and imagining engineering, as both a subject and method in future medical humanities research.


Assuntos
Cultura , Pessoas com Deficiência , Engenharia , Ciências Humanas , Comunicação Interdisciplinar , Próteses e Implantes , Projetos de Pesquisa , Membros Artificiais , Corpo Humano , Humanos , Imaginação , Metáfora , Tecnologia
7.
Psychol Sci ; 29(8): 1334-1345, 2018 08.
Artigo em Inglês | MEDLINE | ID: mdl-29990446

RESUMO

Interceptive timing is a fundamental ability underpinning numerous actions (e.g., ball catching), but its development and relationship with other cognitive functions remain poorly understood. Piaget suggested that children need to learn the physical rules that govern their environment before they can represent abstract concepts such as number and time. Thus, learning how objects move in space and time may underpin the development of related abstract representations (i.e., mathematics). To test this hypothesis, we captured objective measures of interceptive timing in 309 primary school children (5-11 years old), alongside scores for general motor skill and national standardized academic attainment. Bayesian estimation showed that interceptive timing (but not general motor capability) uniquely predicted mathematical ability even after we controlled for age, reading, and writing attainment. This finding demonstrates that interceptive timing is distinct from other motor skills with specificity in predicting childhood mathematical ability independently of other forms of attainment and motor capability.


Assuntos
Aptidão/fisiologia , Desenvolvimento Infantil/fisiologia , Cognição/fisiologia , Aprendizagem/fisiologia , Matemática , Logro , Teorema de Bayes , Criança , Pré-Escolar , Compreensão , Inglaterra , Feminino , Humanos , Masculino , Destreza Motora , Instituições Acadêmicas
8.
PLoS One ; 13(2): e0193185, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29470504

RESUMO

The duration of reach-to-grasp movements is influenced by the size of the contact surfaces, such that grasping objects with smaller contact surface areas takes longer. But what is the influence of asymmetric contact surfaces? In Experiment 1a, participants reached-to-lift wooden blocks off a table top, with the contact locations for the thumb and index finger varying in surface size. The time taken to lift the block was driven primarily by the thumb contact surface, which showed a larger effect size for the dependent variable of movement duration than the index finger's contact surface. In Experiment 1b participants reached-to-grasp (but not lift) the blocks. The same effect was found with duration being largely driven by contact surface size for the thumb. Experiment 2 tested whether this finding generalised to movements towards conical frusta grasped in a different plane mounted off the table top. Experiment 2 showed that movement duration again was dictated primarily by the size of the thumb's contact surface. The thumb contact surface was the visible surface in experiments 1 and 2 so Experiment 3 explored grasping when the index finger's contact surface was visible (participants grasped the frusta with the index finger at the top). An interaction between thumb and finger surface size was now found to determine movement duration. These findings provide the first empirical report of the impact of asymmetric contact surfaces on prehension, and may have implications for scientists who wish to model reach-to-grasp behaviours.


Assuntos
Força da Mão/fisiologia , Movimento/fisiologia , Polegar/fisiologia , Percepção do Tato/fisiologia , Adulto , Feminino , Humanos , Masculino
9.
Stud Health Technol Inform ; 242: 291-297, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28873813

RESUMO

Play is an important part of child development, yet disabled children are often excluded from the opportunity to play, either due to lack of accessible toys and games, or social pressures. This paper presents a case study reflecting on the development of Button Bash: a switch accessible game intended to encourage inclusive play between disabled and non-disabled children. In particular, the paper focuses on how changes intended to make the game more accessible tended to make it less playful, and reflects on the relationship between playfulness and accessibility.


Assuntos
Pessoas com Deficiência , Jogos e Brinquedos , Criança , Humanos , Relações Interpessoais
10.
Neuropsychology ; 31(1): 20-27, 2017 01.
Artigo em Inglês | MEDLINE | ID: mdl-27831695

RESUMO

OBJECTIVE: We investigated whether a simple measure of reaction time (RT) intraindividual variability (IIV) was associated with falls in older adults. Falls and fall-related injuries represent a major cost to health care systems, it is therefore critically important to find measures that can readily identify older adults at greater risk of falling. METHOD: Cognitive and motor function were investigated in 108 adults aged 53 to 93 years (M = 73.49) recruited across the local community and hospital outpatient department. Forty-two participants had experienced either an injurious fall, or multiple falls, in the previous 2 years. RESULTS: Logistic regression suggested that fallers could be distinguished from nonfallers by greater medication use, IIV, postural sway, weaker grip strength and slower gait speed. Structural equation models revealed that IIV was predictive of falls via the mediating variable of motor function (e.g., gait). IIV also predicted higher order cognition (executive function) but higher order cognitive function did not uniquely predict falls or account for the associations between IIV and falls. CONCLUSIONS: These findings indicate that IIV measures capture important aspects of cognitive and motor decline and may have considerable potential in identifying older adults at risk of falling in health care and community settings. (PsycINFO Database Record


Assuntos
Acidentes por Quedas/estatística & dados numéricos , Individualidade , Medição de Risco/estatística & dados numéricos , Idoso , Idoso de 80 Anos ou mais , Cognição , Função Executiva , Feminino , Marcha , Força da Mão , Humanos , Modelos Logísticos , Masculino , Pessoa de Meia-Idade , Força Muscular , Testes Neuropsicológicos/estatística & dados numéricos , Equilíbrio Postural , Psicometria , Tempo de Reação
11.
Disabil Rehabil Assist Technol ; 11(4): 281-8, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-24964205

RESUMO

INTRODUCTION: We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics. METHOD: Nine boys and two girls with cerebral palsy (6-12 years, mean 9 years) played assistive technology computer games in single-user mode or with school friends in an AB-BA design. Preference was determined by recording the time spent playing each mode and by qualitative feedback. We used the ABILHAND-kids and Canadian Occupational Performance Measure to evaluate activity limitation, and a portable laptop-based device to capture arm kinematics. RESULTS: No difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 min, p = 0.214). Children reported dual-user mode was preferable. There were no changes in activity limitation (ABILHAND-kids, p = 0.424; COPM, p = 0.484) but we found significant improvements in hand speed (p = 0.028), smoothness (p = 0.005) and accuracy (p = 0.007). CONCLUSION: School timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation program. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity. Implications for Rehabilitation School premises and teaching staff present no obstacles to the installation of rehabilitation gaming technology. Twelve minutes per day is the average amount of time that the school time table permits children to use rehabilitation gaming equipment (without disruption to academic attendance). The use of rehabilitation gaming technology for an average of 12 minutes daily does not appear to benefit children's functional performance, but there are improvements in the kinematics of children's upper limb.


Assuntos
Paralisia Cerebral/reabilitação , Robótica , Jogos de Vídeo , Criança , Feminino , Humanos , Masculino , Extremidade Superior , Interface Usuário-Computador
12.
Exp Brain Res ; 232(9): 2907-17, 2014 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-24825824

RESUMO

The neural systems responsible for postural control are separate from the neural substrates that underpin control of the hand. Nonetheless, postural control and eye-hand coordination are linked functionally. For example, a stable platform is required for precise manual control tasks (e.g. handwriting) and thus such skills often cannot develop until the child is able to sit or stand upright. This raises the question of the strength of the empirical relationship between measures of postural stability and manual motor control. We recorded objective computerised measures of postural stability in stance and manual control in sitting in a sample of school children (n = 278) aged 3-11 years in order to explore the extent to which measures of manual skill could be predicted by measures of postural stability. A strong correlation was found across the whole sample between separate measures of postural stability and manual control taken on different days. Following correction for age, a significant but modest correlation was found. Regression analysis with age correction revealed that postural stability accounted for between 1 and 10% of the variance in manual performance, dependent on the specific manual task. These data reflect an interdependent functional relationship between manual control and postural stability development. Nevertheless, the relatively small proportion of the explained variance is consistent with the anatomically distinct neural architecture that exists for 'gross' and 'fine' motor control. These data justify the approach of motor batteries that provide separate assessments of postural stability and manual dexterity and have implications for therapeutic intervention in developmental disorders.


Assuntos
Desenvolvimento Infantil , Destreza Motora/fisiologia , Movimento/fisiologia , Equilíbrio Postural/fisiologia , Fatores Etários , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Pressão , Percepção Espacial/fisiologia , Estatísticas não Paramétricas
13.
Disabil Rehabil Assist Technol ; 9(3): 219-25, 2014 May.
Artigo em Inglês | MEDLINE | ID: mdl-23597314

RESUMO

PURPOSE: To compare upper limb kinematics of children with spastic cerebral palsy (CP) using a passive rehabilitation joystick with those of adults and able-bodied children, to better understand the design requirements of computer-based rehabilitation devices. METHOD: A blocked comparative study involving seven children with spastic CP, nine able-bodied adults and nine able-bodied children, using a joystick system to play a computer game whilst the kinematics of their upper limb were recorded. The translational kinematics of the joystick's end point and the participant's shoulder movement (protraction/retraction) and elbow rotational kinematics (flexion/extension) were analysed for each group. RESULTS: Children with spastic CP matched their able-bodied peers in the time taken to complete the computer task, but this was due to a failure to adhere to the task instructions of travelling along a prescribed straight line when moving between targets. The spastic CP group took longer to initiate the first movement, which showed jerkier trajectories and demonstrated qualitatively different movement patterns when using the joystick, with shoulder movements that were significantly of greater magnitude than the able-bodied participants. CONCLUSIONS: Children with spastic CP generate large shoulder and hence trunk movements when using a joystick to undertake computer-generated arm exercises. This finding has implications for the development and use of assistive technologies to encourage exercise and the instructions given to users of such systems. IMPLICATIONS FOR REHABILITATION: A kinematic analysis of upper limb function of children with CP when using joystick devices is presented. Children with CP may use upper body movements to compensate for limitations in voluntary shoulder and elbow movements when undertaking computer games designed to encourage the practice of arm movement. The design of rehabilitative computer exercise systems should consider movement of the torso/shoulder as it may have implications for the quality of therapy in the rehabilitation of the upper limb in children with CP.


Assuntos
Braço , Paralisia Cerebral/reabilitação , Exercício Físico/fisiologia , Movimento/fisiologia , Jogos de Vídeo , Adulto , Fatores Etários , Fenômenos Biomecânicos , Estudos de Casos e Controles , Paralisia Cerebral/diagnóstico , Criança , Feminino , Humanos , Espasticidade Muscular/reabilitação , Equilíbrio Postural/fisiologia , Valores de Referência , Medição de Risco , Índice de Gravidade de Doença , Fatores Sexuais , Análise e Desempenho de Tarefas , Adulto Jovem
14.
PLoS One ; 8(7): e69040, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23935918

RESUMO

Old age is associated with reduced mobility of the hand. To investigate age related decline when reaching-to-lift an object we used sophisticated kinematic apparatus to record reaches carried out by healthy older and younger participants. Three objects of different widths were placed at three different distances, with objects having either a high or low friction surface (i.e. rough or slippery). Older participants showed quantitative differences to their younger counterparts - movements were slower and peak speed did not scale with object distance. There were also qualitative differences with older adults showing a greater propensity to stop the hand and adjust finger position before lifting objects. The older participants particularly struggled to lift wide slippery objects, apparently due to an inability to manipulate their grasp to provide the level of precision necessary to functionally enclose the object. These data shed light on the nature of age related changes in reaching-to-grasp movements and establish a powerful technique for exploring how different product designs will impact on prehensile behavior.


Assuntos
Dedos/fisiologia , Força da Mão/fisiologia , Mãos/fisiologia , Remoção , Desempenho Psicomotor/fisiologia , Adulto , Fatores Etários , Idoso , Idoso de 80 Anos ou mais , Envelhecimento/fisiologia , Análise de Variância , Fenômenos Biomecânicos , Feminino , Fricção , Humanos , Masculino , Pessoa de Meia-Idade , Movimento/fisiologia
15.
PLoS One ; 7(3): e32770, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22403706

RESUMO

Reach-to-grasp movements change quantitatively in a lawful (i.e. predictable) manner with changes in object properties. We explored whether altering object texture would produce qualitative changes in the form of the precontact movement patterns. Twelve participants reached to lift objects from a tabletop. Nine objects were produced, each with one of three grip surface textures (high-friction, medium-friction and low-friction) and one of three widths (50 mm, 70 mm and 90 mm). Each object was placed at three distances (100 mm, 300 mm and 500 mm), representing a total of 27 trial conditions. We observed two distinct movement patterns across all trials--participants either: (i) brought their arm to a stop, secured the object and lifted it from the tabletop; or (ii) grasped the object 'on-the-fly', so it was secured in the hand while the arm was moving. A majority of grasps were on-the-fly when the texture was high-friction and none when the object was low-friction, with medium-friction producing an intermediate proportion. Previous research has shown that the probability of on-the-fly behaviour is a function of grasp surface accuracy constraints. A finger friction rig was used to calculate the coefficients of friction for the objects and these calculations showed that the area available for a stable grasp (the 'functional grasp surface size') increased with surface friction coefficient. Thus, knowledge of functional grasp surface size is required to predict the probability of observing a given qualitative form of grasping in human prehensile behaviour.


Assuntos
Força da Mão/fisiologia , Adulto , Fenômenos Biomecânicos , Feminino , Fricção , Humanos , Masculino , Pessoa de Meia-Idade , Movimento/fisiologia , Propriedades de Superfície , Adulto Jovem
16.
J Rehabil Med ; 43(4): 359-63, 2011 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-21347508

RESUMO

OBJECTIVE: We developed a home-based rehabilitation exercise system incorporating a powered joystick linked to a computer game, to enable children with arm paresis to participate in independent home exercise. We investigated the feasibility and impact of using the system in the home setting. METHODS: Eighteen children with cerebral palsy (median age 7.5 years, age range 5-16 years) were recruited from local National Health Service and the exercise system was installed in their home for approximately 4 weeks. Baseline and post-intervention assessments were taken: Canadian Occupational Performance Measure (COPM); kinematic measurement of movement quality (indexed by duration and smoothness) measured using a motion tracking system when performing a standardized computer task. RESULTS: The system was used for a median time of 75 min (interquartile range (IQR) 17-271), equating to 606 outward and 734 inward movements. Pre-COPM, (median 4.2); post-COPM (median 6.0); obs=34; z=3.62, p<0.01). Kinematic analysis of pre- and post-intervention movements on the standardized task showed decreased duration and increased smoothness. CONCLUSION: Some improvements in self-reported function and quality of movement are observed. This pilot study suggests that the system could be used to augment home-based arm exercise in an engaging way for children with cerebral palsy, although a controlled clinical trial is required to establish clinical efficacy. The feasibility of this technology has been demonstrated.


Assuntos
Paralisia Cerebral/reabilitação , Terapia por Exercício/métodos , Terapia Assistida por Computador/métodos , Extremidade Superior/fisiopatologia , Atividades Cotidianas , Adolescente , Paralisia Cerebral/fisiopatologia , Criança , Pré-Escolar , Terapia por Exercício/instrumentação , Estudos de Viabilidade , Feminino , Humanos , Masculino , Destreza Motora/fisiologia , Avaliação de Resultados em Cuidados de Saúde , Projetos Piloto , Avaliação de Programas e Projetos de Saúde , Robótica , Autocuidado , Software , Terapia Assistida por Computador/instrumentação , Resultado do Tratamento , Interface Usuário-Computador
17.
Disabil Rehabil Assist Technol ; 5(1): 1-13, 2010 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-19941436

RESUMO

PURPOSE: This review aims to identify research methodology that is suitable for involving children with disabilities in the design of healthcare technology, such as assistive technology and rehabilitation equipment. METHOD: A review of the literature included the identification of methodology that is available from domains outside of healthcare and suggested a selection of available methods. RESULTS: The need to involve end users within the design of healthcare technology was highlighted, with particular attention to the need for greater levels of participation from children with disabilities within all healthcare research. Issues that may arise when trying to increase such involvement included the need to consider communication via feedback and tailored information, the need to measure levels of participation occurring in current research, and caution regarding the use of proxy information. Additionally, five suitable methods were highlighted that are available for use with children with disabilities in the design of healthcare technology. CONCLUSION: The methods identified in the review need to be put into practice to establish effective and, if necessary, novel ways of designing healthcare technology when end users are children with disabilities.


Assuntos
Crianças com Deficiência/reabilitação , Participação do Paciente , Tecnologia Assistiva , Criança , Pré-Escolar , Desenho de Equipamento , Feminino , Pesquisa sobre Serviços de Saúde , Humanos , Masculino , Modalidades de Fisioterapia/instrumentação , Reino Unido
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