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Donaldson SI, Villalobos JP, Cho M. Following the science to understand how to reduce prejudice and its harmful consequences: A guide for evaluators and program planners. EVALUATION AND PROGRAM PLANNING 2025; 110:102556. [PMID: 39951873 DOI: 10.1016/j.evalprogplan.2025.102556] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/30/2024] [Revised: 02/03/2025] [Accepted: 02/04/2025] [Indexed: 02/17/2025]
Abstract
"Follow the Science" was the cry heard worldwide during the COVID-19 global pandemic. This approach was used to develop evidence-based prevention measures (e.g., social distancing, hand washing, and mask-wearing), COVID treatments, and vaccines and to prevent significant declines in well-being (Donaldson, Cabrera, and Gaffaney, 2021). Leveraging this approach, the study aimed to understand promising ways to disrupt patterns of prejudice and its harmful consequences and identify the most exemplary interventions. The current study systematically reviewed 2515 published peer-reviewed studies included in 13 meta-analyses and systematic reviews on prejudice reduction interventions, using inclusion and exclusion criteria focused on gender and/or race/ethnicity. Phase 1 identified 13 studies, highlighting four exemplary evidence-based approaches: Contact Interventions, Perspective Taking, Interactive and Narrative Modalities, and Multi-faceted Interventions. These approaches presented notable success with the largest effect sizes and should be considered carefully when planning new prejudice reduction efforts. In Phase 2, the study extracted specific interventions from the 13 studies, identifying six specific exemplary interventions for mitigating prejudice and its adverse effects. The study discusses the implications of these findings for program planners and evaluators, suggesting the use of empirical insights to design post-COVID interventions, such as cultural exchange programs, virtual reality experiences, and cross-cultural music initiatives, to create meaningful social changes. Despite these practical insights, the study has limitations, including partial adherence to PRISMA guidelines and the omission of risk of bias assessment for individual studies.
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Affiliation(s)
- Stewart I Donaldson
- Prejudice Eradication and Education (PEEL) Lab, Claremont Graduate University, USA.
| | | | - Minji Cho
- Prejudice Eradication and Education (PEEL) Lab, Claremont Graduate University, USA.
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Starke G, Sobieska A, Knochel K, Buyx A. Epistemic humility meets virtual reality: teaching an old ideal with novel tools. JOURNAL OF MEDICAL ETHICS 2025:jme-2024-110591. [PMID: 40280736 DOI: 10.1136/jme-2024-110591] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/12/2024] [Accepted: 04/04/2025] [Indexed: 04/29/2025]
Abstract
The pace of scientific advancements in medicine, driven by artificial intelligence as much as by novel biotechnologies, demands an ever-faster update of professional knowledge from physicians and collaboration in interdisciplinary teams. At the same time, the increased heterogeneity of patients' lifeworlds in socially and culturally diverse societies requires healthcare professionals to consider diverging personal and cultural perspectives in their treatment recommendations. Both developments require conveying to students a professional virtue that can be summarised as epistemic humility-a teaching process which, we argue, can and should be supported by novel technologies. By embedding students in realistic scenarios, virtual reality can play a crucial role in teaching medical students a stance of epistemic humility. Such stance implies acknowledging the limitations of one's knowledge as well as taking individual patients' perspectives and experiences seriously. In this sense, epistemic humility can also provide a crucial step towards tackling epistemic injustice and biases in medicine. We discuss how teaching epistemic humility with virtual reality tools can succeed and suggest the development of novel teaching tools that make use of this technology to immersively enable moral growth. Our paper thereby contributes to the emerging field of digital bioethics, calls for more work in the area of experimental bioethics and informs ongoing debates on how medical ethics teaching can prepare future physicians for the challenges of tomorrow's practice of medicine.
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Affiliation(s)
- Georg Starke
- Institute for History and Ethics of Medicine, Technical University of Munich, Munich, Germany
- College of Humanities, EPFL, Lausanne, Switzerland
| | - Alexander Sobieska
- Institute for History and Ethics of Medicine, Technical University of Munich, Munich, Germany
| | - Kathrin Knochel
- Institute for History and Ethics of Medicine, Technical University of Munich, Munich, Germany
| | - Alena Buyx
- Institute for History and Ethics of Medicine, Technical University of Munich, Munich, Germany
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Mendoza-Franco G, Jasinskaja-Lahti I, Aulbach MB, Harjunen VJ, Peltola A, Ravaja JN, Tassinari M, Vainio S, Jääskeläinen IP. Fingerprint patterns of human brain activity reveal a dynamic mix of emotional responses during virtual intergroup encounters. Neuroimage 2025; 310:121129. [PMID: 40057291 DOI: 10.1016/j.neuroimage.2025.121129] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/20/2024] [Revised: 02/19/2025] [Accepted: 03/06/2025] [Indexed: 04/09/2025] Open
Abstract
The Stereotype Content Model (SCM) states that different social groups elicit different emotions according to their perceived level of competence and warmth. Because of this relationship between stereotypes and emotional states and because emotions are highly predictive of intergroup behaviors, emotional evaluation is crucial for research on intergroup relations. However, emotional assessment heavily relies on self-reports, which are often compromised by social desirability and challenges in reporting immediate emotional appraisals. In this study, we used machine learning to identify emotional brain patterns using functional magnetic resonance imaging. Subsequently, those patterns were used to monitor emotional reactions during virtual intergroup encounters. Specifically, we showed Finnish majority group members 360-videos depicting members of their ethnic ingroup and immigrant outgroups approaching and entering participants' personal space. All the groups showed different levels of perceived competence and warmth. In alignment with the SCM, our results showed that the groups perceived as low in competence and warmth evoked contempt and discomfort. Moreover, the ambivalent low-competent/high-warm group elicited both happiness and discomfort. Additionally, upon the protagonists' approach into personal space, emotional reactions were modulated differently for each group. Taken together, our findings suggest that our method could be used to explore the temporal dynamics of emotional responses during intergroup encounters.
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Affiliation(s)
- Gloria Mendoza-Franco
- Brain and Mind Laboratory, Department of Neuroscience and Biomedical Engineering, Aalto University, Espoo 02150, Finland.
| | | | - Matthias B Aulbach
- Department of Psychology, Centre for Cognitive Neuroscience, Paris-Lodron-University of Salzburg, Salzburg 5020, Austria
| | - Ville J Harjunen
- Department of Psychology and Logopedics, University of Helsinki, Helsinki 00100, Finland
| | - Anna Peltola
- Brain and Mind Laboratory, Department of Neuroscience and Biomedical Engineering, Aalto University, Espoo 02150, Finland
| | - J Niklas Ravaja
- Department of Psychology and Logopedics, University of Helsinki, Helsinki 00100, Finland
| | - Matilde Tassinari
- Faculty of Social Sciences, University of Helsinki, Helsinki 00100, Finland
| | - Saana Vainio
- Brain and Mind Laboratory, Department of Neuroscience and Biomedical Engineering, Aalto University, Espoo 02150, Finland
| | - Iiro P Jääskeläinen
- Brain and Mind Laboratory, Department of Neuroscience and Biomedical Engineering, Aalto University, Espoo 02150, Finland
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Borzelli D, Boarini V, Casile A. A quantitative assessment of the hand kinematic features estimated by the oculus Quest 2. Sci Rep 2025; 15:8842. [PMID: 40087370 PMCID: PMC11909279 DOI: 10.1038/s41598-025-91552-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/02/2024] [Accepted: 02/21/2025] [Indexed: 03/17/2025] Open
Abstract
In the past decade, immersive virtual reality (VR) has garnered significant interest due to its capacity to ability a strong sense of presence and allow users to act in virtual environments. In particular, VR has been increasingly used in clinical settings to present scenarios for motor rehabilitation purposes. Existing research efforts mostly focus on investigating the clinical effectiveness of different routines. However, modern VR systems, in addition to presenting scenarios, also have hand motion tracking capabilities that could be potentially used to gather clinically relevant kinematic data from the patients while they execute the VR tasks. Here, we quantitatively assess the capability of tracking hand movements of a popular VR system, the Oculus Quest 2 by Meta, by comparing its kinematic measures with those provided by a commercial marker-based motion capture system. Our findings suggest that the Quest 2 provides reasonably reliable estimates of hand position and velocity. Estimates of acceleration are noisier and might be sometime unsuitable for kinematic assessments. Notably, the accuracy of the kinematic estimates varies across spatial directions. Estimates along the left/right direction are the most accurate, followed by estimates along the up/down axis. Estimates along the near/far axis appear to be the noisiest. Furthermore, we also found that Quest 2 can provide fine-grained measures of grip aperture, but the precision of these measures might be affected by the subject's head movements while wearing the system. Our results suggest that modern VR devices, in addition to presenting immersive scenarios, could be potentially used in rehabilitation settings also to provide clinically relevant kinematic measures that can potentially inform medical decisions.
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Affiliation(s)
- Daniele Borzelli
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, 98124, Messina, Italy
- IRCCS Fondazione Santa Lucia, 00179, Rome, Italy
| | - Vittorio Boarini
- Department of Mathematics and Computer Science, University of Ferrara, 44121, Ferrara, Italy
| | - Antonino Casile
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, 98124, Messina, Italy.
- Istituto Italiano di Tecnologia, Center for Translational Neurophysiology of Speech and Communication, 44121, Ferrara, Italy.
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Marinucci M, Riva P. Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2025; 28:65-71. [PMID: 39512124 DOI: 10.1089/cyber.2024.0027] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/15/2024]
Abstract
Virtual reality (VR) interventions are receiving increasing attention from research seeking to promote harmonious intergroup relations. Despite this, the effectiveness of VR methods and the underlying mechanisms for enhancing intergroup relations yield mixed findings. The current research examined if a 360° immersive video where participants embodied an unhoused person could improve attitudes and behavioral intentions toward unhoused people by making participants experience social exclusion and its psychological repercussions. The study (N = 210) adopted a 2 × 2 between-subject design where participants were assigned to embody an unhoused or housed person either watching the video in VR (in 3D using head-mounted devices) or in 2D (on a monitor). The study included a followup after 9 days. Results revealed that embodying the unhoused person (vs. housed control) led to increased experiences of social exclusion, need-threat, and negative emotions. These experiences, in turn, were associated with reduced negative attitudes toward unhoused individuals and heightened intentions to engage in charitable behaviors. Notably, the effects on attitudes and behavioral intentions persisted at the followup, with a stronger impact observed for participants who embodied the unhoused person in 3D compared to 2D. The findings suggest that tailoring VR video interventions to elicit social exclusion by embodying the perspective of marginalized social groups can enhance intergroup attitudes and intentions over time. Overall, this research underscores the prominence of VR-based interventions in improving intergroup harmony compared to less-immersive paradigms.
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Affiliation(s)
| | - Paolo Riva
- University of Milano-Bicocca, Milan, Italy
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Pereira da Costa L, Bierwiaczonek K, Bianchi M. Does Digital Intergroup Contact Reduce Prejudice? A Meta-Analysis. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2024; 27:440-451. [PMID: 38721920 DOI: 10.1089/cyber.2023.0591] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/19/2024]
Abstract
With the ubiquity of technology in the modern life, contact between different social groups via different digital means is an everyday reality. Can such a digital intergroup contact reduce prejudice, or does it exacerbate it? In this study, we summarize the present evidence on the links between intergroup digital contact and prejudice in a variety of intergroup contexts. We meta-analyzed experimental and correlational evidence from 88 independent samples (n = 9,385). Digital intergroup contact showed a small but significant effect consistent with prejudice reduction (g = 0.25). Direct digital contact showed larger effect than indirect forms of contact, and contact via computer-mediated communication showed larger effects than contact achieved via other activities such as interacting with nonplayable characters or embodiment. The effects were similar regardless of the type of out-group targeted by prejudice. Overall, meta-analytical results suggest that digital intergroup contact may reduce prejudice.
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Affiliation(s)
| | - Kinga Bierwiaczonek
- Department of Psychology, University of Oslo, Oslo, Norway
- Centro de Investigação e Intervenção Social, Instituto Universitário de Lisboa (ISCTE-IUL), Lisbon, Portugal
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Casile A, Fregna G, Boarini V, Paoluzzi C, Manfredini F, Lamberti N, Baroni A, Straudi S. Quantitative Comparison of Hand Kinematics Measured with a Markerless Commercial Head-Mounted Display and a Marker-Based Motion Capture System in Stroke Survivors. SENSORS (BASEL, SWITZERLAND) 2023; 23:7906. [PMID: 37765963 PMCID: PMC10535006 DOI: 10.3390/s23187906] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/20/2023] [Revised: 08/25/2023] [Accepted: 09/13/2023] [Indexed: 09/29/2023]
Abstract
Upper-limb paresis is common after stroke. An important tool to assess motor recovery is to use marker-based motion capture systems to measure the kinematic characteristics of patients' movements in ecological scenarios. These systems are, however, very expensive and not readily available for many rehabilitation units. Here, we explored whether the markerless hand motion capabilities of the cost-effective Oculus Quest head-mounted display could be used to provide clinically meaningful measures. A total of 14 stroke patients executed ecologically relevant upper-limb tasks in an immersive virtual environment. During task execution, we recorded their hand movements simultaneously by means of the Oculus Quest's and a marker-based motion capture system. Our results showed that the markerless estimates of the hand position and peak velocity provided by the Oculus Quest were in very close agreement with those provided by a marker-based commercial system with their regression line having a slope close to 1 (maximum distance: mean slope = 0.94 ± 0.1; peak velocity: mean slope = 1.06 ± 0.12). Furthermore, the Oculus Quest had virtually the same sensitivity as that of a commercial system in distinguishing healthy from pathological kinematic measures. The Oculus Quest was as accurate as a commercial marker-based system in measuring clinically meaningful upper-limb kinematic parameters in stroke patients.
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Affiliation(s)
- Antonino Casile
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, 98122 Messina, Italy
- Center of Translational Neurophysiology of Speech and Communication (CTNSC), Istituto Italiano di Tecnologia (IIT), 44121 Ferrara, Italy;
| | - Giulia Fregna
- Doctoral Program in Translational Neurosciences and Neurotechnologies, University of Ferrara, 44121 Ferrara, Italy;
| | - Vittorio Boarini
- Center of Translational Neurophysiology of Speech and Communication (CTNSC), Istituto Italiano di Tecnologia (IIT), 44121 Ferrara, Italy;
- Department of Mathematics and Computer Science, University of Ferrara, 44121 Ferrara, Italy
| | - Chiara Paoluzzi
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
| | - Fabio Manfredini
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
- Department of Neuroscience, Ferrara University Hospital, 44124 Ferrara, Italy
| | - Nicola Lamberti
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
| | - Andrea Baroni
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
- Department of Neuroscience, Ferrara University Hospital, 44124 Ferrara, Italy
| | - Sofia Straudi
- Department of Neuroscience and Rehabilitation, University of Ferrara, 44121 Ferrara, Italy; (C.P.); (N.L.); (A.B.); (S.S.)
- Department of Neuroscience, Ferrara University Hospital, 44124 Ferrara, Italy
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Marini M, Casile A. I can see my virtual body in a mirror: The role of visual perspective in changing implicit racial attitudes using virtual reality. Front Psychol 2022; 13:989582. [PMID: 36518959 PMCID: PMC9742480 DOI: 10.3389/fpsyg.2022.989582] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/08/2022] [Accepted: 11/04/2022] [Indexed: 09/29/2023] Open
Abstract
INTRODUCTION Recent studies showed that VR is a valid tool to change implicit attitudes toward outgroup members. Here, we extended this work by investigating conditions under which virtual reality (VR) is effective in changing implicit racial attitudes. METHODS To this end, participants were embodied in a Black or White avatar and we manipulated the perspective through which they could see their virtual body. Participants in one condition, could see their virtual body both from a first-person perspective (i.e., by looking down toward themselves) and reflected in a mirror placed in front of them in the VR environment. Participants in another condition could instead see their virtual body only from a first-person perspective (i.e., by looking down toward themselves) as no mirror was placed in the VR environment. Implicit racial attitudes were assessed using the Implicit Association Test (IAT) before and immediately after the VR intervention. RESULTS Results showed that when White participants were embodied in a Black avatar compared to a White avatar, they showed a decrease in their implicit pro-White attitudes but only when they could see their virtual body both from a first-person perspective and in a mirror. DISCUSSION These results suggest that, in immersive virtual reality interventions, the possibility for participants to see their body also reflected in a mirror, might be a critical factor in changing their implicit racial attitudes.
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Affiliation(s)
- Maddalena Marini
- Center for Translational Neurophysiology of Speech and Communication, Istituto Italiano di Tecnologia, Ferrara, Italy
- Department of Psychology, University of Campania Luigi Vanvitelli, Caserta, Italy
| | - Antonino Casile
- Center for Translational Neurophysiology of Speech and Communication, Istituto Italiano di Tecnologia, Ferrara, Italy
- Department of Mathematics and Computer Science, University of Ferrara, Ferrara, Italy
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Fong THC, Mak WWS. Effects of Internet-based Storytelling Programs (Amazing Adventure Against Stigma) in Reducing Mental Illness Stigma with Mediation by Interactivity and Stigma Content: A Randomized Controlled Trial (Preprint). J Med Internet Res 2022; 24:e37973. [PMID: 35969460 PMCID: PMC9419045 DOI: 10.2196/37973] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/15/2022] [Revised: 06/21/2022] [Accepted: 07/18/2022] [Indexed: 11/13/2022] Open
Abstract
Background Mental illness stigma has been a global concern, owing to its adverse effects on the recovery of people with mental illness, and may delay help-seeking for mental health because of the concern of being stigmatized. With technological advancement, internet-based interventions for the reduction of mental illness stigma have been developed, and these effects have been promising. Objective This study aimed to examine the differential effects of internet-based storytelling programs, which varied in the levels of interactivity and stigma content, in reducing mental illness stigma. Methods Using an experimental design, this study compared the effects of 4 storytelling websites that varied in the levels of interactivity and stigma content. Specifically, the conditions included an interactive website with stigma-related content (combo condition), a noninteractive website with stigma-related content (stigma condition), an interactive website without stigma-related content (interact condition), and a noninteractive website without stigma-related content (control condition). Participants were recruited via mass emails to all students and staff of a public university and via social networking sites. Eligible participants were randomized into the following four conditions: combo (n=67), stigma (n=65), interact (n=64), or control (n=67). The participants of each group viewed the respective web pages at their own pace. Public stigma, microaggression, and social distance were measured on the web before the experiment, after the experiment, and at the 1-week follow-up. Perceived autonomy and immersiveness, as mediators, were assessed after the experiment. Results Both the combo (n=66) and stigma (n=65) conditions were effective in reducing public stigma and microaggression toward people with mental illness after the experiment and at the 1-week follow-up. However, none of the conditions had significant time×condition effects in reducing the social distance from people with mental illness. The interact condition (n=64) significantly reduced public stigma after the experiment (P=.02) but not at the 1-week follow-up (P=.22). The control condition (n=67) did not significantly reduce all outcomes associated with mental illness stigma. Perceived autonomy was found to mediate the effect of public stigma (P=.56), and immersiveness mediated the effect of microaggression (P=.99). Conclusions Internet-based storytelling programs with stigma-related content and interactivity elicited the largest effects in stigma reduction, including reductions in public stigma and microaggression, although only its difference with internet-based storytelling programs with stigma-related content was not statistically significant. In other words, although interactivity could strengthen the stigma reduction effect, stigma-related content was more critical than interactivity in reducing stigma. Future stigma reduction efforts should prioritize the production of effective stigma content on their web pages, followed by considering the value of incorporating interactivity in future internet-based storytelling programs. Trial Registration ClinicalTrials.gov NCT05333848; https://clinicaltrials.gov/ct2/show/NCT05333848
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Affiliation(s)
- Tiffany H C Fong
- Department of Psychology, The Chinese University of Hong Kong, Hong Kong, Hong Kong
| | - Winnie W S Mak
- Department of Psychology, The Chinese University of Hong Kong, Hong Kong, Hong Kong
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