目前在日本東京手機遊戲擔任PHP工程師,喜歡的領域是3D圖學/Rendering和遊戲設計,以這為目標努力發展中。 Currently working in a mobile game company in Tokyo.
2013年10月9日 星期三
2013年10月6日 星期日
[大肆專題] 教育性遊戲 - PaGamO, the First Online game for Educational Purpose.
Started from April, 2013. I joined Prof. Yeh's team and started the PaGamO project, which aim to create the first educational online game designed for MOOC (Massive Open Online Course).
As the only artist in the team, I was in charge of all the graphic design and game story(Game User Interface, Character, Monster and Props design,etc.)
It was a hard time for me to deal with all the requirements, but thanks to all the teammates and those who gave me a hand, without your supports, I wouldn't be able to complete this difficult task.
(Update on June 30th, 2014)
After a one-year participation, I decide to leave this team as I graduated from NTU.
The PaGamO project will goes on, cooperating with professors around the world and combine with their coursera courses.
It will also be online again binding with one of the most famous coursera course of Stanford University this year.(Guess it! lol)
A million thanks to all who helped me during this period and those who enjoyed the game!
I truly appreciated that :)
從今年(2013/04) 開始,我參加了台大電機系葉丙成教授的台大MOOC(Massive Open Online
Course) PaGamO計畫,希望能從教授數年前於電機系開設機率課時搭配的線上教育性遊戲: BJT Online中擷取經驗,搭配這次葉教授在Coursera上開授的機率課,創造能與多樣性線上課程搭配的教育性遊戲,增進學生的學習意願。
藉由遊戲給予的正面回饋,刺激學生主動"沈迷"於學習。
作為全團隊唯一的美術,這任務對我來說可是一大挑戰(電機系跑來寫程式,資工系跑去畫圖 很奇怪ㄟ你XD)。 從遊戲繁雜的UI設計、人物設計、怪獸設計都由我包辦,甚至到劇情發想也去參一腳(因為劇情圖會需要了解劇情) 。 幸好在過程中有台科大 陳柏英學姊的專業UI指導與電機系學弟曾子維對劇情發想的支援,總算是在期限內弄出個還可入目的作品...,非常感謝他們兩位與整個團隊的支援!
以下是部分遊戲節圖:
As the only artist in the team, I was in charge of all the graphic design and game story(Game User Interface, Character, Monster and Props design,etc.)
It was a hard time for me to deal with all the requirements, but thanks to all the teammates and those who gave me a hand, without your supports, I wouldn't be able to complete this difficult task.
(Update on June 30th, 2014)
After a one-year participation, I decide to leave this team as I graduated from NTU.
The PaGamO project will goes on, cooperating with professors around the world and combine with their coursera courses.
It will also be online again binding with one of the most famous coursera course of Stanford University this year.(Guess it! lol)
A million thanks to all who helped me during this period and those who enjoyed the game!
I truly appreciated that :)
Course) PaGamO計畫,希望能從教授數年前於電機系開設機率課時搭配的線上教育性遊戲: BJT Online中擷取經驗,搭配這次葉教授在Coursera上開授的機率課,創造能與多樣性線上課程搭配的教育性遊戲,增進學生的學習意願。
藉由遊戲給予的正面回饋,刺激學生主動"沈迷"於學習。
作為全團隊唯一的美術,這任務對我來說可是一大挑戰(電機系跑來寫程式,資工系跑去畫圖 很奇怪ㄟ你XD)。 從遊戲繁雜的UI設計、人物設計、怪獸設計都由我包辦,甚至到劇情發想也去參一腳(因為劇情圖會需要了解劇情) 。 幸好在過程中有台科大 陳柏英學姊的專業UI指導與電機系學弟曾子維對劇情發想的支援,總算是在期限內弄出個還可入目的作品...,非常感謝他們兩位與整個團隊的支援!
以下是部分遊戲節圖:
2013年1月4日 星期五
[未來規劃]Game Design area
Game Design相關領域國外大學、科大或研所(待補)
CUM ETC
http://www.etc.cmu.edu/site/
MIT CMS
http://cms.mit.edu/
USC Interactive media division
http://interactive.usc.edu/research/projects/games/
Digipen(Institute of Technology)
https://www.digipen.edu/
--------
在Study Abroad 和 Game Design的一些前輩們個人網站
http://www.cse.ohio-state.edu/~leek/aboutme.html
http://www.wretch.cc/blog/topwuo/10418577
http://allenchou.net/blog/
CUM ETC
http://www.etc.cmu.edu/site/
MIT CMS
http://cms.mit.edu/
USC Interactive media division
http://interactive.usc.edu/research/projects/games/
Digipen(Institute of Technology)
https://www.digipen.edu/
--------
在Study Abroad 和 Game Design的一些前輩們個人網站
http://www.cse.ohio-state.edu/~leek/aboutme.html
http://www.wretch.cc/blog/topwuo/10418577
http://allenchou.net/blog/
2012年12月20日 星期四
2012年11月29日 星期四
OpenGL - programmable Pipeline, GLSL 學習(3) Shading Methods
(11/26)
看了兩個tutorial在實作GLSL shading 的方法
1.glslcookbook
2.opengl-tutorial
結果兩個在vs fs的地方有出入:
opengl官方直接在 vs 裡面算完 shading,再把lightcolor 丟給 fs,
而glslcookbook 則是在vs裡面做一次導向後,實際在fs裡面實作。
這兩個方法的差異,在cookbook p61有寫:
這是Per-vertex & Per-fragment的問題,Per-vertex 缺點是只有在vertex上lighting,
有可能會在faces rendering時,少掉整個faces 上面每個點 specular light 的細節
變成所謂的Gourand shading
所以在最後fs再算才會是Phong Shading!!
-------------------------------------------------------------------------------------------------------------
GLSL Shading Methods
1.Flat Shading
in main:
//set color of the polygon which uses flat shading to be the color of the first vertex.
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
in Shader.vs :
//adding the 'flat' qualifier indicates that no interpolation of values is to be done before reaching fragment shader!
//也就是vs裡面甚麼也不做!
flat out vec3 LightingIntensity;
in Shader.fs :
flat in vec3 LightingIntensity;
tbc....
看了兩個tutorial在實作GLSL shading 的方法
1.glslcookbook
2.opengl-tutorial
結果兩個在vs fs的地方有出入:
opengl官方直接在 vs 裡面算完 shading,再把lightcolor 丟給 fs,
而glslcookbook 則是在vs裡面做一次導向後,實際在fs裡面實作。
這兩個方法的差異,在cookbook p61有寫:
這是Per-vertex & Per-fragment的問題,Per-vertex 缺點是只有在vertex上lighting,
有可能會在faces rendering時,少掉整個faces 上面每個點 specular light 的細節
變成所謂的Gourand shading
所以在最後fs再算才會是Phong Shading!!
-------------------------------------------------------------------------------------------------------------
GLSL Shading Methods
1.Flat Shading
in main:
//set color of the polygon which uses flat shading to be the color of the first vertex.
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
in Shader.vs :
//adding the 'flat' qualifier indicates that no interpolation of values is to be done before reaching fragment shader!
//也就是vs裡面甚麼也不做!
flat out vec3 LightingIntensity;
in Shader.fs :
flat in vec3 LightingIntensity;
tbc....
OpenGL - programmable Pipeline, GLSL 學習(2) Switching Shaders
如何在一個程式內使用不同的shader的方法 :
http://pouet.net/topic.php?which=6164
簡而言之就是在主程式內創造多個program object,
每個各自有著不同的shader連接於其上,之後要轉換使用各種不同的shader的話就用
glUseProgram(Gluint programID)
依據keyboard input來切換不同的shader
(至於如何連接shader至program obj,我使用tutorial的shader.cpp 的code來講解
/*************************************************************************************************/
//Read the notation first!! It's just a fragment of loading shader, not a full example.
//first load the shader text in, and regard it as c string
char const * VertexSourcePointer = VertexShaderCode.c_str();
//create shader obj and compile it
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader Compile error
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
//end checking compile error
// Link shader to the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
//....後續還有
/*************************************************************************************************
http://pouet.net/topic.php?which=6164
簡而言之就是在主程式內創造多個program object,
每個各自有著不同的shader連接於其上,之後要轉換使用各種不同的shader的話就用
glUseProgram(Gluint programID)
依據keyboard input來切換不同的shader
(至於如何連接shader至program obj,我使用tutorial的shader.cpp 的code來講解
/*************************************************************************************************/
//Read the notation first!! It's just a fragment of loading shader, not a full example.
//first load the shader text in, and regard it as c string
char const * VertexSourcePointer = VertexShaderCode.c_str();
//create shader obj and compile it
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader Compile error
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
//end checking compile error
// Link shader to the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
//....後續還有
/*************************************************************************************************
2012年11月26日 星期一
Internships
今天去聽了重安學長的演講,順手找一些internships 資訊
1.Pixar TD(畢業後申請)
---------------------------------------------------------------------------------------------------------------------
2.
---------------------------------------------------------------------------------------------------------------------
3. Disney internship比較難找到ˊ~ˋ
目前找到軟工
-------------------------------------------------------------------------------------------------------------
4.兔醬 暑假也在徵實習 今年一定要申請到=口=/
> TWR3D is a world leading company in high quality stereoscopic 3D
production.
> Established since Dec. 2010, we have successfully produceded a number
> of well known work, including Seediq Bale, Black & White, Leehom Wang,
> Mayday, Bonjovi, NASA project and more for the global market. It was
> the technology behind that we were able to achieve such fruitful
> results. One of the unique features of our 3D technology is the
> cloud-based (PaaS) conversion pipeline, which provides a solid foundation
for complex stereoscopic 3D production.
>
> Now we are going to bring our cloud-based conversion pipeline to the
> next level. A number of the key components in system will be
> overhauled, and others will be added. We are looking for interns to
> join us this summer (June through September). Throughout this three
> month period, participants will have step-by-step understanding on
> how a stereoscopic 3D production is completed, know the key components
> in cloud-based computing systems, and contribute their work to make it
> better. Most importantly, you will put what you learn from school into
practice right here at CSIE!!!
>
> Can't wait to join us?
> Applicants need to have taken programming(either language) and
> database courses, and also have basic understanding on web programming
(HTML, CSS, JavaScript, and PHP).
---------------------------------------------------------------------------------------------------------------------
5.R&H 目前沒有開internship 但今年在高雄駁二開闢新據點,好希望之後能在那工作XD
(離家近),最近有開個類似訓練課程的活動
http://www.rhythm.com/jobs/kaohsiung/training-programmes/
(11/30更新)
今天去看完台大電影節開幕片-少年Pi後
會後座談請到了R&H的楊經理
結束後趁機上前跟他請教了一下如何養成往特效動畫這方面的能力
他除了給下列的建議之外,還非常歡迎我們寄信去公司詢問這個問題,可以跟R&H公司的TD們請益。
還有因為他們公司歷史頗悠久(今年25th ),很多tool都是在linux環境下所建立的。
(Pipeline TD,Linux System Administrator)
本身是跨國企業的關係,所以近日在積極將環境轉換至雲端,好讓各地的部門在合作上能更為順暢。Operations and Render Administrator
Blizzard
Technical Artist Intern
INTERNSHIP
Office: Irvine, California, United States
E-mail this job posting to a friend
Blizzard Entertainment is seeking talented, focused, organized and eager interns to join our technical art team. The technical artist intern's duties may include creating physics mesh for world and character assets, managing in-game art data, tuning graphical performance, managing render farm, and vertex skin weighting. This opportunity is ideal for a student with a strong interest in becoming a multi-disciplined technical artist. Technical art interns must be capable of coping with large and /or repetitive tasks and remain focused in a busy environment. The ideal candidate is a highly talented, eager, and organized individual with good communications skills.
Level Requirements
Currently pursuing a degree (Bachelor's, Master's, or PhD) and planning to return to school upon completion of the internship
Passion for technology and gaming
Knowledge of and experience with Blizzard Entertainment games and associated universes
Recommended Talents
Majoring in a related field (technical art, art, animation, etc.)
Quest Items
Resume
Cover Letter
Demo reel highlighting any character rigging, vertex weighting, physics mesh experience, or other art experience (please provide link to website)
Applications that do not include all required application materials will not be considered. Please review your application materials carefully before submitting. We cannot change or update your materials once you have submitted your application.
1.Pixar TD(畢業後申請)
Technical Director, Resident - Tailoring
Location: Emeryville, CA Job #: 688
Description
About Pixar Animation Studios
Pixar Animation Studios, a wholly-owned subsidiary of The Walt Disney Company, is an Academy Award®-winning film studio with world-renowned technical, creative and production capabilities in the art of computer animation. Creator of some of the most successful and beloved animated films of all time, including Toy Story, Finding Nemo, The Incredibles, Cars, Ratatouille, WALL•E, Up and most recently, Cars 2. The Northern California studio has won 29 Academy Awards® and its eleven films have grossed more than $6.5 billion at the worldwide box office to date. The next film release from Disney•Pixar is Monsters University (June 21, 2013).
About the Residency Program
The goal of the program is to provide new graduates the opportunity to apply their academic training and knowledge in a real job at Pixar. Residents will work on Pixar’s films and will have the opportunity to build their skills and learn from our creative and talented workforce. All technical “Residents” will receive ongoing mentorship and training throughout their time at Pixar. The residency is a twelve-month program. Residents will be evaluated during their term and may be considered for ongoing employment, dependent on overall performance and Studio needs.
Who Should Apply
To be eligible for a Technical Director Residency at Pixar, you must be a new graduate from a Bachelor’s, Master’s or PhD Program at the start of the residency.
Responsibilities
Qualifications
- Work with creative and technical leads to develop clothing geometry
- Work with creative and technical leads to tune clothing simulation behavior
- Ensure that the resulting digital clothing meets performance, aesthetics and robustness specifications
- Review and revise the result with the Director and the creative or technical lead
- Maintain and enhance completed results
Our Technical Director Residents will possess some or all of the following areas of experience:
Application Deadline
- A good understanding of, and experience with, clothing pattern design and clothing construction
- Experience with 3D cloth simulation preferred
- Experience with the UNIX/Linux environment preferred
- Experience with Maya or similar 3D modeling package required
- Good written and verbal communication skills are required
- Must be able to work alone and collaboratively, often with multiple tasks and under deadline pressure
- Must be open to direction and able to embrace change
All application materials must be submitted by 5:00 PM PST on October 12, 2012.
Submission Process
Once you have submitted your online application, please click on the SlideRoom link below and upload your demo reel.
- Apply online with your resume and cover letter.
- Please ensure that you have agreed to the Terms at the end of the on-line application. You will not be able to continue without this affirmation. By agreeing, you are agreeing to the terms of the Submission Release.
- A demo reel showing representative work is an important part of your application. Please check out the following link below for instructions on how to create a demo reel.
---------------------------------------------------------------------------------------------------------------------
2.
Pixar Career Opportunities: Studio Tools / Research
Software Engineer Intern - Winter 2013 (3 or 6 month term) | |
| Location: | Emeryville, CA |
| Job #: | 742 |
Description | |
| About Pixar Animation Studios Pixar Animation Studios, a wholly-owned subsidiary of The Walt Disney Company, is an Academy Award®-winning film studio with world-renowned technical, creative and production capabilities in the art of computer animation. Creator of some of the most successful and beloved animated films of all time, including Toy Story, Finding Nemo, The Incredibles, Cars, Ratatouille, WALL•E, Up and most recently, Brave. The Northern California studio has won 29 Academy Awards® and its eleven films have grossed more than $6.5 billion at the worldwide box office to date. The next film release from Disney•Pixar is Monsters University (June 21, 2013). Responsibilities: • Develop, implement, test and support 3D animation software • Work effectively with a team of engineers, QA, Build, UI, Doc and Project Management • Work with artists and technicians to provide world class software development and support for film production Qualifications: • 2+ years of experience engineering in C / C++ / Objective-C • Extensive background in Computer Science or equivalent • Experience with modern development toolkits such as Cocoa, .NET and/or Qt • Strong object-oriented design and implementation skills Experience with UNIX / LINUX • Experience working with technical and non-technical software users • Experience and/or Knowledge of 3D graphics and interaction techniques is a plus • Knowledge of 3D graphic applications is a plus (i.e. Maya, SOFTIMAGE) • Commitment to creating world class production tools • Strong problem solving skills with high attention to detail and quality • Excellent verbal and written communication skills • Proven ability to work with a team to deliver high quality software in a fast paced, dynamic, deadline oriented environment Application Deadline Term: Starts Winter 2013 (3 months or 6 months) Please submit your cover letter and resume by November 30, 2012. | |
---------------------------------------------------------------------------------------------------------------------
3. Disney internship比較難找到ˊ~ˋ
目前找到軟工
| Software Engineering Internship | |
![]() Software Engineering Internship Company Overview: Walt Disney Parks & Resorts Online (WDPRO), a division of the Walt Disney Company, creates world-class immersive experiences for premier vacation brands including Walt Disney World®, Disneyland Resort®, Hong Kong Disneyland®, Disney Cruise Line®, and Adventures by Disney®. WDPRO has offices in Los Angeles, Anaheim, Hong Kong, and Orlando where we design and develop results-driven online applications and marketing web sites. | |
| Role Overview Walt Disney Parks & Resorts Online is looking for the best technical talent to design and deliver Disney websites and digital services. This position supports the Walt Disney World suite of web applications. The individual for this position should have a passion for analysis, design, implementation and testing of application software. A Software Engineering intern should be capable of working as an individual contributor on a team and open to learning new technologies. Critical thinking, documentation, communication, project leadership and pride in work are all skills critical to success in this role. | |
Required Qualifications:
| |
Desired Qualifications:
| |
| Digital / InteractiveLeisure and TravelOnline | |
Internship Eligibility:
Program Length: The approximate dates of this internship are May/June 2013 through August/Sept. 2013. Interns must be fully available for the duration of the internship. Application Deadline: The deadline to apply for this internship is November 23, 2012. Attention International Students: If you are currently studying in the United States on an F-1 or J-1 Visa and do not have a Social Security number, please contact our office at 407-828-1736 PRIOR to applying. Recommendation – Print This Role Description: Strong candidates may be invited to complete a phone interview. We strongly encourage applicants to print a copy of this role description so they can refer to it in the event they are selected for a phone interview. Note that this role description will not be accessible once the posting is closed on November 23. | |
| Professional Internship | |
| Glendale | |
| CA | |
| US | |
| 65523BR |
-------------------------------------------------------------------------------------------------------------
4.兔醬 暑假也在徵實習 今年一定要申請到=口=/
> TWR3D is a world leading company in high quality stereoscopic 3D
production.
> Established since Dec. 2010, we have successfully produceded a number
> of well known work, including Seediq Bale, Black & White, Leehom Wang,
> Mayday, Bonjovi, NASA project and more for the global market. It was
> the technology behind that we were able to achieve such fruitful
> results. One of the unique features of our 3D technology is the
> cloud-based (PaaS) conversion pipeline, which provides a solid foundation
for complex stereoscopic 3D production.
>
> Now we are going to bring our cloud-based conversion pipeline to the
> next level. A number of the key components in system will be
> overhauled, and others will be added. We are looking for interns to
> join us this summer (June through September). Throughout this three
> month period, participants will have step-by-step understanding on
> how a stereoscopic 3D production is completed, know the key components
> in cloud-based computing systems, and contribute their work to make it
> better. Most importantly, you will put what you learn from school into
practice right here at CSIE!!!
>
> Can't wait to join us?
> Applicants need to have taken programming(either language) and
> database courses, and also have basic understanding on web programming
(HTML, CSS, JavaScript, and PHP).
---------------------------------------------------------------------------------------------------------------------
5.R&H 目前沒有開internship 但今年在高雄駁二開闢新據點,好希望之後能在那工作XD
(離家近),最近有開個類似訓練課程的活動
http://www.rhythm.com/jobs/kaohsiung/training-programmes/
(11/30更新)
今天去看完台大電影節開幕片-少年Pi後
會後座談請到了R&H的楊經理
結束後趁機上前跟他請教了一下如何養成往特效動畫這方面的能力
他除了給下列的建議之外,還非常歡迎我們寄信去公司詢問這個問題,可以跟R&H公司的TD們請益。
還有因為他們公司歷史頗悠久(今年25th ),很多tool都是在linux環境下所建立的。
(Pipeline TD,Linux System Administrator)
本身是跨國企業的關係,所以近日在積極將環境轉換至雲端,好讓各地的部門在合作上能更為順暢。Operations and Render Administrator
所以目前在技術方面目前亟需linux人才﹑以及對於opensource軟體有研究,擅長於cloud computing的人才。(opencloud,Eucalyptus 自己列舉的)
明年農曆年後高雄部門會settle down,之後有可能就會開出些intern的位置。
可以隨時注意資訊!
可以隨時注意資訊!
Blizzard
Technical Artist Intern
INTERNSHIP
Office: Irvine, California, United States
E-mail this job posting to a friend
Blizzard Entertainment is seeking talented, focused, organized and eager interns to join our technical art team. The technical artist intern's duties may include creating physics mesh for world and character assets, managing in-game art data, tuning graphical performance, managing render farm, and vertex skin weighting. This opportunity is ideal for a student with a strong interest in becoming a multi-disciplined technical artist. Technical art interns must be capable of coping with large and /or repetitive tasks and remain focused in a busy environment. The ideal candidate is a highly talented, eager, and organized individual with good communications skills.
Level Requirements
Currently pursuing a degree (Bachelor's, Master's, or PhD) and planning to return to school upon completion of the internship
Passion for technology and gaming
Working knowledge of Maya and Photoshop
Knowledge of a scripting language (MEL, Python, Lua, etc.)
A strong interest in becoming a multi-disciplined technical artistKnowledge of and experience with Blizzard Entertainment games and associated universes
Recommended Talents
Majoring in a related field (technical art, art, animation, etc.)
Quest Items
Resume
Cover Letter
Demo reel highlighting any character rigging, vertex weighting, physics mesh experience, or other art experience (please provide link to website)
Applications that do not include all required application materials will not be considered. Please review your application materials carefully before submitting. We cannot change or update your materials once you have submitted your application.
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