WO2019099202A1 - Synchronizing session content to external content - Google Patents
Synchronizing session content to external content Download PDFInfo
- Publication number
- WO2019099202A1 WO2019099202A1 PCT/US2018/058538 US2018058538W WO2019099202A1 WO 2019099202 A1 WO2019099202 A1 WO 2019099202A1 US 2018058538 W US2018058538 W US 2018058538W WO 2019099202 A1 WO2019099202 A1 WO 2019099202A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- content
- session
- game
- video
- game session
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N19/00—Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
- H04N19/46—Embedding additional information in the video signal during the compression process
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
- A63F13/655—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/86—Watching games played by other players
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L65/00—Network arrangements, protocols or services for supporting real-time applications in data packet communication
- H04L65/40—Support for services or applications
- H04L65/401—Support for services or applications wherein the services involve a main real-time session and one or more additional parallel real-time or time sensitive sessions, e.g. white board sharing or spawning of a subconference
- H04L65/4015—Support for services or applications wherein the services involve a main real-time session and one or more additional parallel real-time or time sensitive sessions, e.g. white board sharing or spawning of a subconference where at least one of the additional parallel sessions is real time or time sensitive, e.g. white board sharing, collaboration or spawning of a subconference
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L65/00—Network arrangements, protocols or services for supporting real-time applications in data packet communication
- H04L65/40—Support for services or applications
- H04L65/402—Support for services or applications wherein the services involve a main real-time session and one or more additional parallel non-real time sessions, e.g. downloading a file in a parallel FTP session, initiating an email or combinational services
- H04L65/4025—Support for services or applications wherein the services involve a main real-time session and one or more additional parallel non-real time sessions, e.g. downloading a file in a parallel FTP session, initiating an email or combinational services where none of the additional parallel sessions is real time or time sensitive, e.g. downloading a file in a parallel FTP session, initiating an email or combinational services
Definitions
- Presently available digital content may allow for sharing of images, video, and other content generated during an game session with one or more players. For example, a player playing a digital game during a game session may have performed a notable feat, achieved a notable status, or otherwise wish to share content relating an in-game event. Notwithstanding, images and even video captured during the game session may fail to engage other individuals ( e.g ., online audiences). One reason for such failure to engage is the impersonal nature of such content. Because such content are generated within the in-game environment of a game title, many images or video that are captured therefrom may appear monotonous and lacking in emotion. While references herein may be made specifically to a game or game session, such reference should be understood to encompass any variety of different types of digital content made available via sessions as known in the art.
- Audience members may be engaged when they see the faces of people they know, when they hear personalized reactions and accounts, and when their experience of the game session includes human interactions, reactions, and emotions.
- One way to incorporate such human interactions into game session content is to generate a reaction video that is captured as one or more individuals (e.g., player(s), non-playing friends and family in the same room, remote players and non-players) watch the game transpire.
- Some game consoles may be associated with a peripheral camera or other device that captures images or video of the room in which a game is being played. Such peripheral cameras are usually fixed, however, as well as being set at a distance from the player(s) and other individuals in the room.
- Various embodiments of the present invention may include systems for synchronization of session content to external content.
- Such systems may include a content delivery server that hosts a plurality of different game sessions, captures session video for each of the different game sessions where each captured session video of each game session is associated with an identifier of the respective game session, receives content external to the game session, identifies that the external content is associated with a game session identifier, identifies one of the captured session videos as being associated with a game session identifier that matches the game session identifier associated with the received external content, synchronizes the received external content to the identified session video based on the matching game session identifiers, and generates a composite video comprising the received external content synchronized to the identified session video.
- Systems may further include one or more game consoles that generates session content captured in the session video during the respective game session associated with the matching game session identifier.
- Further embodiments of the present invention may include methods for synchronization of session content to external content. Such methods may include capturing session video for each of a plurality of different game sessions at a content synchronization server where each captured session video of each game session is associated with an identifier of the respective game session, receiving additional content sent over a communication network to the content synchronization server where the additional content is external to the game session, identifying that the external content is associated with a game session identifier, identifying one of the captured session videos as being associated with a game session identifier that matches the game session identifier associated with the received external content, synchronizing the received external content to the identified session video based on the matching game session identifiers, and generating a composite video comprising the received external content synchronized to the identified session video.
- Yet further embodiments of the present invention may include non-transitory computer-readable storage media having embodied thereon a program executable by a processor to perform a method for synchronization of session content to external content as described above.
- FIG. 1 illustrates a network environment in which a system for synchronization of session content to external content may be implemented.
- FIG. 2A illustrates an exemplary layout of a composite video in which session content has been synchronized to external content.
- FIG. 2B illustrates an alternative exemplary layout of a composite video in which session content has been synchronized to external content.
- FIG. 2C illustrates another alternative exemplary layout of a composite video in which session content has been synchronized to external content.
- FIG. 4 is an exemplary electronic entertainment system that may be used in synchronization of session content to external content.
- Embodiments of the present invention allow for synchronization of session content to external content.
- Session video of a plurality of game sessions may be captured at a content synchronization server.
- Each captured session video of each game session may be associated with an identifier of the respective game session.
- Additional content may be sent over a communication network to the content synchronization server.
- Such additional content may be external to the game session and identified as being associated with a game session identifier.
- One of the captured session videos may be identified as being associated with a game session identifier that matches the game session identifier associated with the received external content.
- the received external content may be synchronized to the identified session video based on the matching game session identifiers.
- a composite video may be generated that includes the received external content synchronized to the identified session video.
- FIG. 1 illustrates a network environment 100 in which a system for
- the network environment 100 may include one or more content source servers 110 that provide digital content (e.g ., games) for distribution, one or more content provider server application program interfaces (APIs) 120, content delivery network server 130, a content
- synchronization server 140 and one or more client devices 150.
- Content source servers 110 may maintain and provide a variety of content available for distribution.
- the content source servers 110 may be associated with any content provider that makes its content available for access over a communication network.
- Such content may include not only digital games, but also pre-recorded content (e.g., DVR content, music) and live broadcasts (e.g., live sporting events, live e-sporting events, broadcast premieres). Any images, video clips, or other portions of such content may also be maintained at content source servers 110.
- the content source servers 110 may maintain content associated with any content provider that makes its content available to be accessed, including individuals who upload content from their personal client devices 150. Such content may be generated at such personal client devices 150 using native cameras, microphones, and other components for capturing images, audio, and video.
- the content from content source server 110 may be provided through a content provider server API 120, which allows various types of content sources server 110 to communicate with other servers in the network environment 100 (e.g., content
- the content provider server API 120 may be specific to the particular language, operating system, protocols, etc. of the content source server 110 providing the content.
- content provider server APIs 120 that allow for various formatting, conversion, and other cross- device and cross-platform communication processes for providing content (e.g., composites of different types) to different client devices 150, which may use different content media player application to play such content.
- content titles of different formats may be made available so as to be compatible with client device 150.
- the content provider server API 120 may further facilitate access of each of the client devices 150 to the content hosted by the content source servers 110, either directly or via content delivery network server 130. Additional information, such as metadata, about the accessed content can also be provided by the content provider server API 120 to the client device 150. As described below, the additional information (i.e. metadata) can be usable to provide details about the content being provided to the client device 150. Finally, additional services associated with the accessed content such as chat services, ratings and profiles can also be provided from the content source servers 110 to the client device 150 via the content provider server API 120.
- the content delivery network server 130 may include a server that provides resources and files related to the content from content source servers 110, including promotional images and service configurations with client devices 150.
- the content delivery network server 130 can also be called upon by the client devices 150 that request to access specific content.
- Content delivery network server 130 may include game servers, streaming media servers, servers hosting downloadable content, and other content delivery servers known in the art.
- the content provider server API 120 may communicate with a content synchronization server 140 in order to synchronize and generate composite content (e.g ., from two different content source servers 110) for the client device 150.
- a content synchronization server 140 may communicate with a content synchronization server 140 in order to synchronize and generate composite content (e.g ., from two different content source servers 110) for the client device 150.
- one type of content source is an individual who uploads content to content source server 110.
- Such content may be external to another (e.g., content captured during a digital game session), but may nevertheless be in reaction to or otherwise relating to the game. Because a game session of a digital game may take place over a period of time, different in-game events may take place throughout the time period. Each reaction may therefore correspond to a particular point in time that a respective in-game event occurs.
- Content synchronization server 140 may identify that such external (e.g., reaction) content is associated with a game session identifier.
- Such game session identifier may be generated by the client devices 150 (e.g., game console) engaging in the game session in which the game is being played.
- the game session identifier may be communicated to the client device 150 (e.g., mobile device) that generated the external content.
- the communication may occur via a mobile application downloaded to the mobile client device 150 (e.g., from a game server or other content delivery network server 130).
- the user of the mobile client device 150 may use mobile application to select another client device 150 (e.g., a particular game console device) and request (e.g., via Bluetooth or WiFi connection) the game session identifier.
- the mobile application may then offer a variety of different session content with which to pair external content.
- Such session content may include in-game content from a game session, pre-recorded, or live content made available during a game session, etc.
- the shared game session identifier may therefore create a pairing that associates the external content with the selected session content (e.g ., video of the game session).
- multiple external content files may be paired to the same session.
- Examples of external content may include reaction videos of the game player, reaction videos of audience members (local or remote), lip-synching videos in relation to music or video, commentary videos, different angles of the same live event, etc. Multiple different external content may be associated with the same session content. Such external content may not be required to be captured or generated at the same time, however. One external content file may be captured in real-time during the game session, while another external content file may be captured in relation to a replay of a recording of the game session. Such external content files may nevertheless by synchronized to the in-game content based on the shared session identifier and timestamps.
- the client device 150 may include a plurality of different types of computing devices.
- the client device 150 may include any number of different gaming consoles, mobile devices, laptops, and desktops.
- a particular player may be associated with a variety of different client devices 150.
- Each client device 150 may be associated with the particular player by virtue of being logged into the same player account.
- Such client devices 150 may also be configured to access data from other storage media, such as, but not limited to memory cards or disk drives as may be appropriate in the case of downloaded services.
- Such devices 150 may include standard hardware computing components such as, but not limited to network and media interfaces, non-transitory computer-readable storage
- client devices 150 may also run using a variety of different operating systems (e.g., iOS, Android), applications or computing languages (e.g., C++, JavaScript).
- iOS, Android applications or computing languages (e.g., C++, JavaScript).
- C++ computing languages
- JavaScript An exemplary client device 150 is described in detail herein with respect to FIG. 4.
- FIG. 3 illustrates a method 300 for synchronization of session content to external content.
- the method 00 of FIG. 3 may be embodied as executable instructions in a non- transitory computer readable storage medium including but not limited to a CD, DVD, or non-volatile memory such as a hard drive.
- the instructions of the storage medium may be executed by a processor (or processors) to cause various hardware components of a computing device hosting or otherwise accessing the storage medium to effectuate the method.
- the steps identified in FIG.3 (and the order thereof) are exemplary and may include various alternatives, equivalents, or derivations thereof including but not limited to the order of execution of the same.
- in-game video may be captured during a game session whereby a client device 150 (e.g ., game console) is playing a game hosted by content delivery network server 130.
- client device 150 e.g ., game console
- Such in-game video may be provided to content source server 110 for storage in association with a session identifier that is unique to the particular game session from which the in-game video was captured.
- external content may be received over a communication network (e.g., Internet).
- a user wishing to capture external content in association with the in-game video may download a mobile application to their mobile client device 150.
- Such mobile application may allow for identification and selection of a particular other client device 150 with which to pair (e.g., the game console hosting the game session).
- the game console may then generate a unique game session identifier.
- External content later captured by the mobile client device 150 may be associated with the game session identifier, as well as be stamped with timestamp(s) related to the game session.
- content synchronization server 140 may identify the game session identifier associated with the external content and find a matching game session identifier associated with an in-game video.
- FIG. 4 is an exemplary electronic entertainment system that may be used in synchronization of session content to external content.
- the entertainment system 400 of FIG. 4 includes a main memory 405, a central processing unit (CPU) 410, vector unit 415, a graphics processing unit 420, an input/output (I/O) processor 425, an I/O processor memory 430, a peripheral interface 435, a memory card 440, a Universal Serial Bus (USB) interface 445, and a communication network interface 450.
- the entertainment system 400 further includes an operating system read-only memory (OS ROM) 455, a sound processing unit 460, an optical disc control unit 470, and a hard disc drive 465, which are connected via a bus 475 to the I/O processor 425.
- OS ROM operating system read-only memory
- Entertainment system 400 may be an electronic game console. Alternatively, the entertainment system 400 may be implemented as a general-purpose computer, a set-top box, a hand-held game device, a tablet computing device, or a mobile computing device or phone. Entertainment systems may contain more or less operating components depending on a particular form factor, purpose, or design.
- the CPU 410, the vector unit 415, the graphics processing unit 420, and the I/O processor 425 of FIG. 4 communicate via a system bus 485. Further, the CPU 410 of FIG. 4 communicates with the main memory 405 via a dedicated bus 480, while the vector unit 415 and the graphics processing unit 420 may communicate through a dedicated bus 490.
- a user of the entertainment system 400 of FIG. 4 provides instructions via the peripheral interface 435 to the CPU 410, which allows for use of a variety of different available peripheral devices (e.g., controllers) known in the art.
- the user may instruct the CPU 410 to store certain game information on the memory card 440 or other non-transitory computer-readable storage media or instruct a character in a game to perform some specified action.
- the present invention may be implemented in an application that may be operable by a variety of end user devices.
- Non-transitory computer-readable storage media refer to any medium or media that participate in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, a floppy disk, a flexible disk, a hard disk, magnetic tape, any other magnetic medium, a CD-ROM disk, digital video disk (DVD), any other optical medium, RAM, PROM, EPROM, a FLASHEPROM, and any other memory chip or cartridge.
- a bus carries the data to system RAM, from which a CPU retrieves and executes the instructions.
- the instructions received by system RAM can optionally be stored on a fixed disk either before or after execution by a CPU.
- Various forms of storage may likewise be implemented as well as the necessary network interfaces and network topologies to implement the same.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Information Transfer Between Computers (AREA)
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
Priority Applications (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| EP18878426.8A EP3710122B1 (en) | 2017-11-15 | 2018-10-31 | Synchronizing session content to external content |
| JP2020527086A JP7296379B2 (ja) | 2017-11-15 | 2018-10-31 | セッションコンテンツの外部コンテンツへの同期 |
| CN201880073172.8A CN111918705B (zh) | 2017-11-15 | 2018-10-31 | 将会话内容同步到外部内容 |
| CN202411331629.4A CN119345690A (zh) | 2017-11-15 | 2018-10-31 | 生成合成视频的方法、用于同步内容的系统以及存储介质 |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US15/814,368 US10425654B2 (en) | 2017-11-15 | 2017-11-15 | Synchronizing session content to external content |
| US15/814,368 | 2017-11-15 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2019099202A1 true WO2019099202A1 (en) | 2019-05-23 |
Family
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Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/US2018/058538 Ceased WO2019099202A1 (en) | 2017-11-15 | 2018-10-31 | Synchronizing session content to external content |
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| US (2) | US10425654B2 (https=) |
| EP (1) | EP3710122B1 (https=) |
| JP (1) | JP7296379B2 (https=) |
| CN (2) | CN111918705B (https=) |
| WO (1) | WO2019099202A1 (https=) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US10425654B2 (en) | 2017-11-15 | 2019-09-24 | Sony Interactive Entertainment LLC | Synchronizing session content to external content |
Families Citing this family (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US10783925B2 (en) | 2017-12-29 | 2020-09-22 | Dish Network L.L.C. | Methods and systems for an augmented film crew using storyboards |
| US10453496B2 (en) * | 2017-12-29 | 2019-10-22 | Dish Network L.L.C. | Methods and systems for an augmented film crew using sweet spots |
| US10834478B2 (en) | 2017-12-29 | 2020-11-10 | Dish Network L.L.C. | Methods and systems for an augmented film crew using purpose |
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| CN105791958A (zh) * | 2016-04-22 | 2016-07-20 | 北京小米移动软件有限公司 | 游戏直播方法及装置 |
| US10441885B2 (en) * | 2017-06-12 | 2019-10-15 | Microsoft Technology Licensing, Llc | Audio balancing for multi-source audiovisual streaming |
| US10425654B2 (en) | 2017-11-15 | 2019-09-24 | Sony Interactive Entertainment LLC | Synchronizing session content to external content |
-
2017
- 2017-11-15 US US15/814,368 patent/US10425654B2/en active Active
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2018
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- 2018-10-31 WO PCT/US2018/058538 patent/WO2019099202A1/en not_active Ceased
- 2018-10-31 JP JP2020527086A patent/JP7296379B2/ja active Active
- 2018-10-31 CN CN201880073172.8A patent/CN111918705B/zh active Active
- 2018-10-31 CN CN202411331629.4A patent/CN119345690A/zh active Pending
-
2019
- 2019-09-20 US US16/577,123 patent/US20200014949A1/en not_active Abandoned
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Also Published As
| Publication number | Publication date |
|---|---|
| EP3710122A4 (en) | 2021-06-09 |
| US20190149833A1 (en) | 2019-05-16 |
| EP3710122B1 (en) | 2025-06-25 |
| CN111918705A (zh) | 2020-11-10 |
| CN119345690A (zh) | 2025-01-24 |
| US10425654B2 (en) | 2019-09-24 |
| JP7296379B2 (ja) | 2023-06-22 |
| CN111918705B (zh) | 2024-10-22 |
| EP3710122A1 (en) | 2020-09-23 |
| JP2021503258A (ja) | 2021-02-04 |
| US20200014949A1 (en) | 2020-01-09 |
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