Introduction
                            
                            The 
                            continuing development of immersive virtual 
                            environments is a source of ongoing excitement for 
                            educators. With rapid advances in three dimensional 
                            modeling, user-generated content, and broadband 
                            penetration, the stage is set for a large-scale 
                            incorporation of complex virtual environments into 
                            educational enterprises. For many educators the most 
                            pressing question is How can virtual environments 
                            be used as tools for education?  As important as 
                            the How question is, other considerations 
                            merit equal attention. Among these other 
                            considerations are questions surrounding the values 
                            that are embedded in the technology, whether or not 
                            this generation of virtual environments is as 
                            revolutionary as is sometimes suggested, and the 
                            degree to which virtual environments perpetuate 
                            potentially undesirable social and economic 
                            dynamics.  
                            
                            As 
                            virtual learning environments proliferate it is 
                            prudent, if not imperative, to engage the 
                            perspective of critical pedagogy in order to bring 
                            to light such assumptions as may be obscured by the 
                            technology, enthusiasm, or novelty attendant upon 
                            the current and forthcoming generations of virtual 
                            environments. Lev Manovich (2001) has pointed out 
                            that the terminology and conceptual apparatus that 
                            accompanied previous forms of media (e.g., motion 
                            pictures, television) is inadequate for describing 
                            and understanding the nature of new media (such as 
                            3D immersive virtual environments). He describes two 
                            constituent layers of new media, one cultural and 
                            the other infrastructural (i.e., the computer 
                            itself, along with software), and argues that the 
                            computer infrastructure has a “significant influence 
                            on the cultural language of media” (2001, p. 63). As 
                            educators considering utilizing new media, such as 
                            virtual environments or sophisticated course 
                            management software, it is important to be cognizant 
                            of the fact that “certain forms allow or disallow 
                            the articulation of certain ideas” (Nakamura, 2002, 
                            p. 2). Professionals in the business of articulating 
                            ideas, and encouraging students to do the same, may 
                            be interested in thinking about the degree to which 
                            the technology itself influences the range of ideas 
                            available for consideration.
                            
                            The 
                            goal of this paper is to take seriously the 
                            challenge of understanding new media in educational 
                            venues, and to bring a slightly different 
                            perspective to the discussion of how virtual 
                            environments might be incorporated into education. A 
                            critical awareness of some dimensions of power and 
                            control that might be implicated in the wide-spread 
                            embrace of virtual environments is certainly 
                            desirable. In important ways this approach is guided 
                            by a critical pedagogical perspective. As described 
                            by Henry A. Giroux, “critical pedagogy attempts to 
                            understand how power works through the production, 
                            distribution, and consumption of knowledge within 
                            particular institutional contexts” (Giroux, 2008). 
                            As the institutional context of educational 
                            organizations expands to include virtual 
                            environments it is important to probe, and to raise 
                            questions regarding, the relationship between power, 
                            technology, and education. It would be a misreading 
                            of this sort of question-raising to see it as some 
                            sort of reactionary, neo-Luddite argument against 
                            the use of virtual environments in educational 
                            settings. It would also be unfortunate to ignore the 
                            possibility that the description of virtual 
                            environments “as a new technology, the 
                            next thing, expresses a transcendental yearning 
                            to deny both history and the necessary limits that 
                            attend and organize material realities and their 
                            accompanying forms” (Hillis, 1999, p. 30; see also 
                            Winner, 1986, pp. 19-39). A critical pedagogy 
                            approach compels one to ask questions about these 
                            very “material realities”. The promise of virtual 
                            learning environments is real, but in many 
                            cases unrealized. However, some of the implicit 
                            claims of proponents of this technology warrant a 
                            friendly interrogation in order to better position 
                            ourselves as educators who will be confronting an 
                            increasingly virtual world.
                            
                            At 
                            this juncture the immersive virtual environment 
                            receiving the most attention is Linden Lab’s 
                            Second Life. While Second Life (SL) is 
                            referenced throughout this paper, the majority of 
                            the arguments outlined herein are applicable to 
                            immersive virtual environments generally. No attempt 
                            will be made to address issues relating primarily to 
                            measures of active users, programming limitations, 
                            or system engineering flaws or breakthroughs. For 
                            the purposes of the present discussion it is assumed 
                            that the technical issues are either not 
                            problematic, or will quickly achieve that status. 
                            This is not to ignore the very real technical 
                            limitations in play, but rather to temporarily put 
                            them to one side. What follows below is an 
                            invitation to open up to students, to educational 
                            theorists, to colleagues, and to administrators, a 
                            conversation regarding some of the issues woven into 
                            the use of virtual environments as learning tools.
                            
                            
                            
                            Virtual Environments and Virtual Identities
                            
                            One 
                            of the dominant themes in discussions of virtual 
                            environments concerns their ability to provide 
                            venues for the creation of new identities and new 
                            forms of identity. One of the influential early 
                            scholars of virtual identities, Sherry Turkle, 
                            argued that “our new technologically enmeshed 
                            relationships oblige us to ask to what extent we 
                            ourselves have become cyborgs, transgressive 
                            mixtures of biology, technology, and code” (1995, p. 
                            21). For Turkle, when individuals in virtual 
                            environments interact “they become authors not only 
                            of text but of themselves, constructing new selves 
                            through social interaction” (1995, p.12). Jones 
                            (2006, p. 4) views Second Life as a specific 
                            example of a postmodern thought made concrete 
                            “because it blurs and fragments boundaries and 
                            senses of self and place and functions as a virtual 
                            microcosm for cultural, economic and identity 
                            recombination.” Indeed, Turkle has described the 
                            computer itself as a “second self” (Turkle, 2005), 
                            and a range of commentators see virtual environments 
                            as described above, that is, as laboratories of 
                            “identity recombination.”
                            
                            A 
                            number of educators who are excited about the 
                            prospects of 3D virtual environments echo elements 
                            of Turkle’s approach, especially her conviction that 
                            virtual environments foster experimentation in terms 
                            of personal identity and sense of self. Egoyan and 
                            Edwards (2007, emphasis added) have suggested “that 
                            our experience of embodiment in virtual worlds can 
                            have a whole range of impacts on our identity and 
                            actions in” our so-called real, offline, lives. 
                            “This begins to open the idea that our experience of 
                            embodiment in Second Life, with its 
                            performative aspects and its ability to multiply 
                            our sense of identity, is transformative.”
                            Ashe et al. (as cited in Egoyan and Edwards, 
                            2007) report that “transformative learning involves 
                            a change in personal feelings, beliefs, and values 
                            known as meaning perspectives.” Virtual 
                            environments, then, are taken to hold out the 
                            possibility of educational transformation as a 
                            consequence of seized opportunities for identity 
                            manipulation that are then fed back into real life.
                            
                            It 
                            is not clear, however, that participation in virtual 
                            environments, even fully immersive virtual 
                            environments, is as transformative as is sometimes 
                            claimed. There is mounting evidence that a 
                            surprising number of social norms are replicated, 
                            and in some cases even accentuated, in virtual 
                            environments. To the degree that this is the case it 
                            makes sense to consider whether or not virtual 
                            environments act as conservative control agents 
                            rather merely than as venues for liberation and 
                            self-discovery. Lee et al. (2007) have noted that 
                            real life norms governing the relationship between 
                            interpersonal distance and gaze are maintained in 
                            Second Life (though they admit that their 
                            findings may not translate into other virtual 
                            environments). They point out that even though “many 
                            early scholars of cyberspace heralded the freedom 
                            that virtual environments would bring,” we still 
                            “have always insisted on embodiment in virtual 
                            environments….  And in doing so, the rules that 
                            govern our physical bodies in the real world have 
                            come to govern our embodied identities in the 
                            virtual world” (Lee et al., 2007, p. 120; see also 
                            Hargittai, 2007). In this regard at least, virtual 
                            life does not transcend real life, but rather 
                            mirrors it.
                            
                            The 
                            mirroring of real life in virtual environments is 
                            also in evidence with regard to how people choose to 
                            construct the physical representation of their 
                            online selves. A Zogby survey of 3585 adults 
                            suggests that fewer than 15% of respondents would 
                            drastically experiment with their physical 
                            appearance (Reuters, 2008). Interestingly, a greater 
                            percentage of respondents, over 18%, report that 
                            they would likely accentuate their respective 
                            feminine or masculine qualities. Yee (2008) reports 
                            similar findings, drawing on survey data to conclude 
                            that players in MMORPGs “seem to prefer avatars that 
                            reflect their own stereotypical gender traits.” As 
                            educators this result ought to give us pause; for 
                            all of the attention given to the potential for 
                            positive—experimental, liberating, or emancipating— 
                            transformation of one’s physical appearance and 
                            identity in virtual environments, it is just as 
                            likely that individuals will choose to focus on, and 
                            substantially reinforce, socially constructed 
                            notions of gender.
                            
                            
                            Given the possibility that dominant gender 
                            associations may be more strictly enforced in 
                            virtual environments, and in light of reports of 
                            virtual sexual violence in cyberspace (e.g., Dibbell, 
                            1998), it is important to recognize that educators 
                            sending students into virtual learning environments 
                            should be aware of gender issues and work to 
                            mitigate the negative effects of gender stereotypes, 
                            stereotypes which are imported into virtual 
                            environments from real life (Kendall, 2002). 
                            Considerations concerning gender extend beyond 
                            socially constructed notions of gender to research 
                            findings that have direct pedagogical implications. 
                            For example, Bailenson, Beall, Blascovich, Loomis & 
                            Turk (2005) found that manipulating the gaze of 
                            avatars in immersive virtual environments resulted 
                            in gender-specific variations in the degree to which 
                            information, specifically visual input, was 
                            processed. It appears that “living in a 
                            gender-stereotyped world leads to both gendered 
                            cultural and social experiences as well as gendered 
                            strategies in learning and dealing with new media 
                            and new technology” (Meßmer, and Schmitz, 2004, p. 
                            245). As educators seize the valuable opportunity 
                            offered by immersive virtual environments and 
                            increasingly sophisticated course management 
                            software, we are forced to contend with the 
                            possibility and implications of gendered technology 
                            and technological strategies.
                            
                            
                            Just as a clear picture of gender identity in online 
                            environments has not fully emerged, we also lack a 
                            clear understanding of how race and ethnicity may 
                            factor into the virtual learning experience. 
                            Hargittai (2007) has found that social networking 
                            sites hold differentiation attraction for various 
                            ethnic and racial categories of users, and Nakamura 
                            (2002) has found that online racialized presences 
                            are unlikely to transcend the socially constructed 
                            stereotypes found in real life. Indeed, both by its 
                            presence and by its absence, racial identity online 
                            is a complex and thorny issue. Kendall (2002, pp. 
                            198-216) and Nakamura (2002, p. 46) both suggest 
                            that the introduction of race and racialized content 
                            into online environments by participants who 
                            self-identity as non-white can be viewed as 
                            antagonistic or confrontational, especially insofar 
                            as such introductions disrupt the techno-utopian 
                            myth that presents cyberspace as non-racial or 
                            having transcended racial identity. To the degree 
                            that this is true, participants in online activities 
                            are discouraged from acknowledging their own racial 
                            realities and consequently the preservation of the 
                            myth of “a race-free society…can only occur by 
                            suppressing forbidden identity choices” (Nakamura, 
                            2002, p. 46). On the other hand, the assumption 
                            online of a racial identity other than one’s own— 
                            exactly the type of “identity tourism,” to borrow a 
                            term coined by Nakamura, that is celebrated as a 
                            progressive feature of virtual environments— often 
                            involves taking on a stereotypical form of that 
                            identity, thereby injecting that stereotype into 
                            online environments (see Nakamura, 2002, p. 13). 
                            Even traditional media celebrating a cyberculture 
                            aesthetic, such as the films Blade Runner and
                            The Matrix, present images of race that are 
                            firmly and deeply rooted in pre-existing notions and 
                            constraints. This confluence of cultural and 
                            computer-mediated identity construction is what 
                            Nakamura calls a cybertype, and the existence of 
                            cybertypes suggests that “online actions and 
                            interactions cannot be seen as 
                            tabula rasa activities, independent of existing offline 
                            identities. Rather, constraints on one's everyday 
                            life are reflected in online behavior” (Hargittai, 
                            2007) even though that reflection maybe transformed 
                            by the virtual medium. The communities to which we 
                            belong, the relationships we establish in offline 
                            behavior, are not so very different from our online 
                            selves as some have posited.
                            
                            
                            
                            The Reality of the Virtual Self
                            
                            
                            Turkle (1995) argues that because in 
                            “computer-mediated worlds, the self is multiple, 
                            fluid, and constituted in interaction with machine 
                            connections” (p. 15) that virtual environments 
                            “embody postmodern theory and bring it down to 
                            earth” (p. 18). In subverting the Cartesian 
                            distinction between mind and body we are freed, and 
                            being so freed we are able to learn, to interact at 
                            the level of pure mind.  As Jones points out, these 
                            goals of bodily transcendence and re-making the 
                            world, “follow from the historico-cultural 
                            discourses of the primacy of vision and mind/body 
                            dualism that came before” (2006, p. 9). This theme, 
                            that virtual environments facilitate a march towards 
                            some semblance of perfectibility, is reflected in a 
                            number of ways. Turkle reports that one of her 
                            subjects finds that “MUDs simply allow him to be a 
                            better version of himself” (1995, p. 193); we learn 
                            from Ondrejka (2004, p. 3) that being an avatar in
                            Second Life is “like the real world, only 
                            better”; Jones (2006, p. 9) reminds us that The 
                            Ultimate Display, an early conceptualization of a 
                            virtual environment “advocated to re-create a world 
                            as a better place and to re-create the body, 
                            digitized and customizable, as a perfect self.” The 
                            list goes on and on, and the recurring theme is that 
                            our imperfections can be stripped away in a virtual 
                            environment, leaving behind only our true, digital 
                            self. Our virtual self is separated from our lowly 
                            real self.
                            
                            But 
                            this bifurcation of selfhood into poles of 
                            virtual and real may obscure the degree 
                            to which the real is itself virtual. As Slavoj Žižek 
                            suggests (in Wright, 2004), in every conversation— 
                            and Žižek is here speaking of real world 
                            conversations— we interact with invented selves, 
                            as virtual selves. We invent a real life avatar, 
                            as it were, of the real being with whom we have 
                            entered into intercourse, just as she transforms us, 
                            her dialogic partners, into virtual entities with 
                            whom she can interact. When speaking to another 
                            person, Žižek argues, we are not speaking to another 
                            being-in-itself, we speak rather to a virtual being 
                            that we can respect primarily because we have 
                            abstracted from the reality of their everyday 
                            existence an acceptable representation—cleaner, more 
                            pure, and less real. We have made them virtual and 
                            our interactions with them are mediated by neural 
                            networks with specific configurations and 
                            operational parameters. As Mike Michael (2000, p. 1) 
                            puts it, “There are no humans in the world.  Or 
                            rather, humans are fabricated—in language, through 
                            discursive formations, in their various liaisons 
                            with technological and natural actors.” In that 
                            sense, we already exist in an immersive virtual 
                            environment.
                            
                            
                            This being the case, the avatar of the online 
                            virtual environment, rather than representing a 
                            series of possibilities which we might actualize, 
                            instead symbolizes the perfection of the already 
                            virtual individuals each of us our in our social 
                            interactions encounter. What Žižek seems to be 
                            saying is that the physical, biological beings that 
                            each of us is constitutes a separate category of 
                            existence than the socially created, virtual beings 
                            with whom we interact. This suggests that the real 
                            is often virtual, and that the inventive, 
                            liberating, experimental nature of online avatars is 
                            little more than the conscious recreation of a 
                            virtual self that, in its virtuality, remains 
                            largely the product of unconscious modes of 
                            interpretation. Coming to terms with virtual 
                            environments and next generation course management 
                            systems is not merely a question of “coming to terms 
                            with the economic and cultural impact of new 
                            technologies, but of engaging with their capacity to 
                            stir up questions of ontology” (Graham, 2002, p. 5). 
                            This is not to suggest that all online learning 
                            experience should be an ontological exercise, but 
                            rather to suggest that questions of ontology are not 
                            completely divorced from pedagogical concerns.
                            
                            
                            
                            Virtual Environments as Ideologically Neutral Zones
                            
                            
                            A 
                            potential source of attraction to virtual 
                            environments such as Second Life is the 
                            perception that they don’t "force anyone to do 
                            anything" (Prensky, cited in Wong, 2006), and this 
                            supposed neutrality is attractive to educators who 
                            are attracted to the idea of blank slates. The 
                            assertion that virtual environments are neutral is 
                            connected with the claim that they allow for a new 
                            mode of self-invention, but it is important to 
                            examine the two claims independently. The idea that 
                            virtual environments can be ideology-free zones is 
                            in evidence in the claim that Second Life is 
                            "a blank slate, and whether it develops into a 
                            useful tool depends on what sort of structures are 
                            created within it" (Prensky, cited in Wong, 2006). 
                            If one is critically aware of the pedagogical 
                            implications of such an assertion, one might 
                            question the degree to which a technology which 
                            deliberately recreates and privileges a dominant 
                            sphere of contemporary life, a technology which has 
                            as a primary selling point (user-generated content) 
                            a clear economic imperative, can be accurately 
                            described as a blank slate.  
                            
                            The 
                            assertion that it is possible for a virtual 
                            environment to avoid forcing “anyone to do anything” 
                            is mistaken. Computers, and the software they house, 
                            “are not neutral presences” (Turkle, 2005, p. 35). 
                            By its very nature, the technology that constitutes 
                            the virtual environment contains within itself a 
                            form of ideology, no matter how much we may wish to 
                            ignore that reality. Despite the fact that we 
                            perceive phenomena such as virtual environments 
                            “sensually, they constitute institutional facts. 
                            They are socially produced but are being culturally 
                            positioned to masquerade as brute facts” (Hillis, 
                            1999, p. 52). As educators, when we engage virtual 
                            environments as brute facts rather than 
                            institutional facts, we risk enabling the 
                            masquerade. We risk educating our students in the 
                            cultural language of dominant belief systems without 
                            so much as alerting them to this fact.
                            
                            
                            Second Life 
                            provides an important example of the central role 
                            that institutional facts play in the creation of 
                            virtual environments. Cory Ondrejka, former 
                            Vice-President of Product Development at Linden Lab, 
                            and one of the main people behind SL design 
                            decisions, has written that the environment 
                            encourages its residents to draw and build upon a 
                            “massive well of cultural knowledge” (Ondrejka, 
                            2004, p. 3). A virtual environment needs to have 
                            enough offline cultural knowledge available to make 
                            sense. In MMORPGs, where there is often a shared 
                            goal pursued by players, these cultural markers may 
                            be less important, but in an immersive environment 
                            with user-generated content, these external markers 
                            become indispensible. A successful environment also 
                            requires commensurability between the content 
                            generation mechanism and horizon of possibilities of 
                            the environment itself. Creating a virtual 
                            environment on the scale of Second Life would 
                            place unsustainable demands on in-house programmers 
                            and content-creation personnel, and shifting the 
                            opportunity for content-creation to the user is 
                            unavoidable if the horizons of possibility within 
                            the environment are to be maintained. Other features 
                            of Second Life may or may not appear in rival 
                            virtual environments, as these features are somewhat 
                            discretionary. For example, Second Life need 
                            not, but nevertheless does, replicate certain 
                            dominate social and economic assumptions.  Commerce 
                            is not only central in Second Life but is 
                            also the raison d’ętre of the enterprise. As 
                            a consequence of this, a particular economic logic 
                            governs the use and conceptualization of virtual 
                            space; the telehub system in Second Life not 
                            only has the ability to appear as a liberating or 
                            revolutionary mode of transportation—thereby making 
                            available to Linden Lab a marketing opportunity— but 
                            as Ondrejka (2004) reports, it also has the ability 
                            to increase the value of certain parcels of land.
                            
                            The 
                            business decisions of corporate backers of virtual 
                            environments are not inherently deserving of 
                            disapprobation, but it is important to take into 
                            consideration these decisions, and the logic that 
                            drives them, when encouraging our students to 
                            replicate them—at least to a certain degree. The 
                            similarity of language in Turkle’s work on earlier 
                            generations of virtual environments compared to the 
                            current generation of VE technology highlights the 
                            fact that the major difference between the MUDs she 
                            is describing and virtual environments such as 
                            Second Life can be found in the advanced visual 
                            capacity of the latter. This is a point worth 
                            noting, along with the fact that the Linden Lab 
                            project out of which Second Life evolved 
                            originally had a substantial haptic component. The 
                            original project required a space-bound environment, 
                            such that it rendered the haptic interface 
                            economically unviable, and pushed the design team to 
                            build a virtual space, Second Life, which was 
                            more commercially attractive. However, the 
                            preponderance of immersive virtual environments 
                            still emphasize the visual. Aside from the 
                            possibility that other sensory data—the smell of 
                            chalk, the hum of institutional heating and cooling 
                            systems— may “prime the pump” for learning in ways 
                            we don’t fully understand, the privileging of the 
                            visual has less obvious implications. As noted 
                            above, some of the very design elements of virtual 
                            environments may reflect and reinforce dominant 
                            social and economic assumptions. So, too, with the 
                            privileging of the visual.
                            
                            Two 
                            examples may suffice to briefly illustrate this 
                            point. Logos have become a feature of Second Life. 
                            These logos may not yet be ubiquitous, but that 
                            possibility certainly exists. The question of how 
                            far real world property rights extend into Second 
                            Life has not been settled. Are claims to be made 
                            in terms of intellectual property, as violations of 
                            contracts, tort law, first amendment rights, or some 
                            other legal device? Logos convey an immense amount 
                            of information, and this conveyance is made 
                            all-the-more-effective the more that resources are 
                            dedicated to having logos trigger a range of 
                            unconscious reactions in potential consumers, both 
                            online and offline. In practical terms, the better 
                            positioned a business enterprise is in real life, 
                            the better position it occupies in virtual 
                            environments as well, since the unconscious 
                            responses associated with logos accompany 
                            individuals in their travels between lives. And, 
                            increasingly, success in virtual environments is fed 
                            back into real life, creating an economic cycle that 
                            easily crosses the borders between reality and 
                            virtuality, and by so doing obscures those borders.
                            
                            A 
                            second example of privileging the visual is related 
                            to the privileging of the avataristic representation 
                            of self rather than some other medium or form of 
                            representation. Students are thereby encouraged to 
                            present themselves, but not themselves. They are 
                            encouraged, as we have seen, to re-present 
                            themselves…themselves, only better. The prominence 
                            of stereotypically attractive attributes is 
                            reinforced, and digitization puts a premium on 
                            representational perfection. This potential for 
                            visual fidelity offers benefits, such as allowing 
                            aspiring physicians to attend virtual autopsies, or 
                            allowing art history students to visit the 
                            Metropolitan Museum of Art and the Louvre in the 
                            same afternoon, but it also warrants careful 
                            consideration in terms of the pedagogical 
                            implications it entails.
                            
                            
                            
                            Conclusion 
                            
                            
                            Virtual environments do indeed hold great promise 
                            for a range of educational institutions. They may 
                            expand the range of options for collaborative 
                            learning, the development of learning communities, 
                            and the virtual training of physicians and other 
                            medical professionals (thereby making a medical 
                            education more accessible). Virtual environments 
                            also offer exciting possibilities in the areas of 
                            experiential learning and prior learning assessment. 
                            Consider a scenario wherein a student enters a 
                            virtual university (or the virtual branch of a real 
                            world university) and very consciously proceeds to 
                            seek out learning opportunities rather than 
                            classes or credit options. Such a student could 
                            engage in learning in a self-directed manner, 
                            engaging with other students and with professors, 
                            all without enrolling in a class. Once the 
                            student deems the time appropriate, she could 
                            request from her “home” institution an assessment of 
                            the learning she has achieved in a virtual 
                            environment. Not bound by any college catalogue, 
                            this student could amass credit for the knowledge 
                            she has gained in the virtual environment. In 
                            essence, this scenario blends the accessibility and 
                            self-directed nature of the Open University model, 
                            with the institutional controls of a traditional 
                            model of prior learning assessment. It would be Open 
                            Learning 2.0.
                            
                            
                            There are countless possibilities associated with 
                            virtual learning environments—Open Learning 2.0 is 
                            obviously just one of many—but these possibilities 
                            share a common responsibility: taking into account 
                            the “cultural logic” of the enabling technology. To 
                            pursue the possibility without shouldering the 
                            responsibility is indeed possible, but it is not 
                            desirable. Adopting a critical approach to the use 
                            of virtual environments and course management 
                            systems is not an indictment of these options, but 
                            it is an invitation to expand the scope of the 
                            conversation.
                            
                            
                            
                            Acknowledgements
                            
                            The 
                            author would like to thank David Parisi and the 
                            anonymous reviewers for thoughtful comments on 
                            earlier drafts of this article.
                            
                            
                            
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