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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Image Co-Creation by Non-Programmers and Generative Adversarial Networks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Doron Friedman</string-name>
          <email>doronf@idc.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dan Pollak</string-name>
          <email>dandan888@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Joint Proceedings of the ACM IUI 2021 Workshops "</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The Advanced Reality Lab, The Interdisciplinary Center</institution>
          ,
          <addr-line>Herzliya</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Generative models such as generative adversarial networks are now being studied extensively. Eventually, however, many of them are intended for non-programmers to work with, e.g. designers, artists, or other content creators. What happens when such individuals are confronted with using GANs? We present a case study - a new course intended for non-programmer MA students in human-computer interaction, aimed at training them in authoring content using generative models. As their final assignment, the students were asked to train generative adversarial networks in order to generate images from a predefined category of their choice. The students either used a graphical user interface (GUI)-based software or modified preexisting python code using simplified Google Colab notebooks. We present several lessons learned from this course. First, we analyze the joint human-AI creation process and recognize points where students could intervene, with anecdotal examples of how they creatively explored these opportunities. Interestingly, while the majority of algorithmic research is focused on how to make models more controllable (e.g., via conditioning or latent space disentanglement), the students found ways to obtain their creative needs by mostly exploring the dataset level (as opposed to the model architecture). Additionally, we present the results of a short survey, comparing the two modes of work (GUI vs code).</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;GAN</kwd>
        <kwd>co-creation</kwd>
        <kwd>Style-GAN</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        We are witnessing a rapid advance of “artificial
intelligence” (AI) and machine learning (ML)
technologies, and these techniques are penetrating into an
increasing range and diversity of aspects of
everyday life. It seems important that the responsibility
for these systems would not only lie on the
shoulders of programmers, but that additional professions
would be involved in intelligent system design,
development, and evaluation. As the current zeitgeist is
that of data-driven methods with “deep” neural
networks, explainability has become a major concern [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        In generative AI, rather than just explainbility (or
instead?), we often strive for ‘controllability’, or the
degree to which humans can control and shape the
results generated by the system. Indeed, there is
ample work on on reversible generative models [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] or
latent space disentanglement [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Nevertheless, in
addition to these computational eforts, sociological
factors are expected to play an important part.
Eventually, these systems are not intended for programmers;
rather, they would more likely be used by designers,
artists, writers, or other professionals of the so-called
‘creative industries’.
      </p>
      <p>Our goal is to explore how such individuals can
work with novel generative models such as
generative adversarial networks (GANs). The opportunity
came up in the form of a course for MA students in
human computer interaction (HCI), most of them non
programmers. As their final assignment in the course
they were guided in developing a project in which they
train a GAN to generate a specific set of images, in the
spirit of “This X does not exist”1. Following the success
of StyleGAN to generate highly photo-realistic human
faces, a website showing such images called
“thispersondoesnotexist” went viral. This was followed by
attempts in training GANs specializing in generating
cats, rental apartments, snack, and the list of project
seems to be still growing. The task is similar to the
Little Prince’s request: “draw me a sheep”. Unlike the
majority of human-AI co-creation tasks, in which the
human is expected to be creative and the machine is
expected to assist, in this task the machine is expected
to be creative and generate interesting samples of X,
and the human is only expected to assist. The students
were given the choice whether to use programming or
a GUI-based software, and following the course, they
were asked to answer some questions.</p>
      <p>
        This paper’s contribution is from lessons learned
from teaching generative models and synthetic media
to non-programmers, anecdotal lessons learned from
their projects, an analysis of the human intervention
points that they ‘discovered’, and results from a
sur1http://thisxdoesnotexist.com
vey in which they provided some feedback2. Interest- that there are also important diferences. For example,
ingly, while the overwhelming majority of algorithmic in those artist groups the importance of the
individuresearch is focused on how to make models more con- als comprising the group was much reduced; however,
trollable (e.g., via conditioning or latent space disen- in our case we are still interested in distinguishing the
tanglement), the students found ways to obtain their role and contribution of the machine and the human.
creative needs by mostly exploring the dataset level (as Bidgoli et al. actually suggest that the machines (at
opposed to the model architecture). least in this point in time) do not have an identity
to contribute; rather, it is the identity of the people
who designed it. “From this point of view, co-creation
2. Background is a special case of collaboration where the tool acts
as a “machinic surrogate” to represent the identity of
The “draw me a sheep” scenario raises several ques- its “toolmakers”.” We suggest that this, again,
undertions. The first is: can machines be creative and if so mines the important diferences between humans and
what does it mean? Generative algorithms are able machines.
to generate a huge number of outcomes; however, it Interestingly, the current legal perspective seems to
could be that most or even all of the results are uninter- agree that the results of human-AI collaboration may
esting. Boden [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] stressed that in order for a process to result in emergent properties that cannot be attributed
be considered creative its result needs to be both use- to any of the stakeholders; Eshraghian [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] looks at
ful and novel. Satisfying the requirement for novelty ownership of AI-art from a legal point of view,
pointis typically easy (e.g., throw in some noise, or increase ing out that the stakeholders include programmers,
the exploration temperature). Whether the result is style trainers, private datasets, and features extracted
useful is hard to define, in general. Additionally, GANs from information collected from the general public.
are (arguably) not designed to be creative; on the con- Most often, there is a sociological gap between
altrary, they are designed to learn the training set prior gorithm researchers and the target audience for
usdistribution and come up with the most prototypical ing these tools, which are, in general, non
programand ‘non-creative’ examples. mers. We anticipate that as ‘generative AI’ will play
      </p>
      <p>
        Thus, we suggest that machine creativity is not the a larger role in an increasing number of domains, this
most appropriate framework for our case study, but gap will need to be bridged, and ideally it should be
rather the appropriate framework is human-AI collab- addressed by the research community, not only by
inoration. Here we can distinguish between two ap- dustry teams working on specific products. In the
doproaches. The first approach is more human-centric, main of music generation, Huang et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] report on
where AI is expected to augment human creativity. For a survey carried out with musician/developer teams,
example, Jarrahi [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] discusses the AI job crisis in gen- and the same team evaluated a tool they developed for
eral, stressing the need for a discussion on how hu- co-creation in song writing [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
mans and AI can work together, and the role of AI The human-AI co-creation model has drawn
inin human intelligence augmentation rather than re- creasing interest recently [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The main requirement
placement. However, Jarrahi also presents examples is that the outcome cannot be attributed to either
huof human-machine symbiosis in chess and medical di- man or machine alone; we suggest that our case study
agnosis, and discusses the synergy in organizational adheres to this requirement, as illustrated in the
redecision making. sults section. Otherwise, however, our case study is
      </p>
      <p>
        This leads us to the second, more recent approach, very diferent from other research projects in the field
where there is growing interest in human-AI collabo- of human-AI co-creation, and we suggest that the
asration as a new entity, where the whole is larger than sumptions and range of questions that addressed by
the sum of the parts. Bidgoli et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] draw historical this field may be extended. In other words, we suggest
lessons from collaborative art, where groups of artists that the field might be too ‘human-centric’, in both the
created new identities that attracted significant atten- end goal (the focus is on tools that enhance human
action in the 1960s and the 1970s. This historical analogy tivities) and the means (the focus is on real time
intercan shed light on contemporary human-AI projects. action techniques).
      </p>
      <p>
        For example, cultural diversity was highly encouraged For example, Karimi et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] suggest a
framein those artist groups; clearly, humans and machines work for evaluating human-AI collaborative creativity.
are inherently very diferent from each other, which Their taxonomy suggests three types of systems: fully
may lead to superior results. We suggest, however, autonomous, creativity support tools, and co-creative
2See video: https://bit.ly/3qe2mf5 systems. However, their definition of co-creativity
requires the AIs to have ‘their own conceptualization
of creativity’, which we suggest is not a necessary
component. Most work in the field is based on tools
whereby humans and AI interact directly, in real time:
Yannakakis et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] demonstrated joint exploration
of the search space, and other studies also present
interactive tools for painting or sketching [
        <xref ref-type="bibr" rid="ref10 ref13">10, 13</xref>
        ].
However, they typically go too far (we suggest) in
requiring the AI to have explicit mental models and natu- Figure 1: Programming experience of 18 students who filled
ral language communication abilities. We suggest that in survey questionnaire.
this is at most desired, but there are more
fundamental questions in human-AI co-creation. Llano et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
suggest that creativity can be enhanced by improved given in the third (summer) semester. Figure 1
decommunication between human and machine; the end scribes their level of programming experience. All
stugoal is two-way communication. We suggest that at dents provided written consent for their material to
this stage this is at most a probable hypothesis. appear in writing and video.
      </p>
      <p>
        Co-creativity has also been framed as mixed
initiative interaction [
        <xref ref-type="bibr" rid="ref12 ref15">12, 15</xref>
        ]. The mixed initiative frame- 3.2. The Course
work, in turn, has been borrowed from conversation
analysis, and includes three parts: task initiative – The course was focused on “synthetic media”, i.e.,
audeciding the topic, speaker initiative – deciding who tomatically generated media and art content4. The
speaks, and outcome initiative – deciding when the ifrst two lessons provided a historical view of AI,
inoutcome is ready [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In our case, all three decisions troducing key concepts and themes. The third
lesare exclusively made by the human (although, see the son provided an overview of AI used for generating
results section for a caveat). Nevertheless, we suggest media and art content; while the course focused on
that the “draw me a sheep” scenario still falls under deep neural networks, in this stage we also let the
stuthe original requirement – the whole is more than the dents explore genetic algorithms hands-on, allowing
sum of the parts, and it is dificult to disentangle the us to discuss generative projects such as Karl Sims’
relative contribution of human and machine when an- 3D evolving creatures [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], and explaining that neural
alyzing the result. networks are one technique among many. Next, we
      </p>
      <p>Instead, we suggest that an appropriate framework provided a brief introduction to ‘’classic ML’ and deep
is to view the human-AI collaboration as a single pro- neural networks, and the second half of the course was
cess. The analysis we perform (in Section Results) is dedicated to a more in depth discussion of GANs and
aimed at identifying the sub tasks in this creative pro- some additional topics (“deep fake”, sequences,
lancess, and who is in charge of each sub task. In our case guage models). We have introduced some
mathematthe machine would ideally be autonomous, but we see ical notation, for example, discussing loss functions,
that there are quite a few points at which human in- but the course was intended for non-mathematicians
tervention is desired or even required. and most of the discussion was at the level of
popular science. Due to the Covid-19 pandemic most of the
lessons were hybrid, with half of the students in class
3. Method and the rest at home over Zoom.
In their assignments, the students explored both an
3.1. The Students easy-to-use software – RunwayML5, and a simple
Colab notebook with python code. RunwayML is a
comThe course was an elective as part of an MA degree mercial product intended for artists and creators to
apon human-technology relationship. Thirty two stu- ply a wide range of “deep learning” models. It
prodents enrolled in the course, most of them with a back- vides a relatively easy to use graphical user interface
ground in design or social science, and only a minor- (GUI) that serves as a front end to existing
implemenity with programming experience or computer science tations of deep neural networks. It allows you to run
background. All students learned basic programming the trained models on your input, to train models on
(with p5js3) in the first semester, and the course was new datasets, and to concatenate models; i.e., you can
3http://p5js.org
concatenate networks A and B if the type of output of
network A is consistent with the type of input of
network B. The payment is mostly per cloud GPU
runtime. Such services raise interesting and important
questions around copyright and ownership of
intellectual property, which are out of the scope of this paper.</p>
      <p>
        As a first generative assignment the students were
asked to explore “deep dream” [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], using both
Runway ML and a Colab python notebook. In both cases
the level of exploration was very minimal – the stu- Figure 2: The software used by teams for main assignment.
dents could only select the image to modify and the
Inception layers whose activation would be maximized.
      </p>
      <p>
        For the final assignment the “brief” was to come up sults matched their expectation in quality, and iii) the
with images in the spirit of thisXdoesnotexist6. The results matched their expectation in intent.
students were provided with a Colab python
notebook for scraping images online. Next, they were 4. Results
told to choose between two options: a notebook with
documented deep convolutional GAN (DC-GAN) [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] Figure 2 describes whether the students used
Runimplementation, and RunwayML. It was explained wayML, python, or both. Interestingly, some
nonthat the code allows for more freedom, whereas us- programmers (i.e., students whose only very basic
proing StyleGAN [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] or StyleGAN-2 [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] on RunwayML gramming experience was in p5js, from a previous
would produce better results. Nevertheless, we ex- course) preferred to use Colab.
plained that RunwayML is also constrained by cost
and we warned the students that the extra cost we
could cover per team is limited. DC-GAN is close 4.1. Questionnaire Results
enough to a ‘vanilla’ GAN so that there are simple im- In order to find out the diferences in responses to
plementations that can be documented and explained. using RunwayML versus using python and Colab we
The implementation of StyleGAN, on the other hand, ran paired-samples t-tests. The students liked
Runis only accessible to experienced programmers (wrap- wayML significantly more than using code (t=3.073,
pers are available as simple notebooks that allow you df=17, p=0.007). Perceived quality was significantly
to run the model or even train it, but this is function- higher with RunwayML (t=2.309, df = 8, p=0.05) and
ally almost equivalent to using RunwayML, and does RunwayML was significantly easier to use (t=-3.274,
not serve any educational purpose of understanding df=7, p=0.014). However, there was no significant
difneural network coding). ference in the extent to which the user’s intent was
      </p>
      <p>The programmers were assigned to separate teams, captured by the model, when comparing the two
platand they were not allowed to use RunwayML. They forms (t=1.0, df = 8, p=0.347). Nevertheless, the
correwere told to explore a range of techniques and hyper- lation between perceived quality and captured intent
parameters and provide documentation of training was high and significant for both RunwayML (r=0.76,
runs, such as plots of generator and discriminator loss. df=12, p=0.003) and Colab (r=0.66, df=13, p=0.01).
Most of them started with DC-GAN but moved on to
StyleGAN-2 in order to improve their results.
3.3. Questionnaire
A week after the submission of the final project, the
students were asked to fill in a questionnaire, and 18
students responded. We asked about programming
experience and what option they used for their
final project. Next we asked them to rate, for either
python code or RunwayML, the extent to which: i)
they liked using it, ii) they found it dificult, iii) the
reWe analyze the projects in terms of the points where
the human users could intervene, with focus on the
non-programmers (including students with some very
basic programming experience). The first human
intervention point was in determining the goal –
allegedly, this was completely determined by the
humans. However, it could be argued that the machine
‘took part’ in this stage as well, since about half of
the teams modified their project goal after some
attempts. Typically, after realizing that their initial
expectations were not realistic, the students converged
on more specific outcomes, since they realized that
the datasets have to be homogeneous for obtaining
good results. Eventually, the non-programmer teams
decided to generate: human head statues (protomes),
holocaust victims, Gaudi-style architecture,
animalelectronic device hybrids, city maps, Simpson
characters, politicians, butterflies, protected flowers,
Disney characters, smartphone application icons, and
bicycles. The programmer teams decided to
generate: Marvel superheros, Yayoi Kusama art, best of art
paintings (unspecified), and McDonald’s toys (mixed
team).</p>
      <p>The students quickly learned that the main way for
them to afect the results is by modifying the
training set. Although this was discussed in class, many
were surprised that the datasets need to be very
homogeneous and that “the AI” could not deal with simple
invariants such as location of the main object within
the frame. Some surprising artifacts were discovered;
for example, the Gaudi team had to clean cranes from
pictures of the Sagrada Familia, which has been
under construction for a long time. Sometimes such
biases were considered undesired, but in other cases the
students were excited to see these biases emerge from
the model’s results. For example, it was considered
a success to witness that the GAN had incorporated
lfags into many images of generated politicians, and
often placed them in a ‘speech stance’, thus capturing
stereotypical features of politician pictures that
distinguish them from other pictures of humans (see Figure
3).</p>
      <p>The next choices were technical: what algorithm
to use (the students were pointed to DC-GAN,
StyleGAN, and StyleGAN-2), and automatic image
preprocessing, which still left decisions regarding image
size and crop type.</p>
      <p>For Style-GAN based projects the networks were
always pre-trained, and an important decision was
what pre-trained model to use. Sometimes the
decision was obvious, but in some cases students explored
what happened when they override the most
reasonable decision. For example, the Disney team wanted to
generate whole body images and avoid photo-realistic
faces, so they opted for a model pre-trained on
animals rather than realistic human faces (Figure 4). As
another example, the Gaudi architecture team realized
that using a model pre-trained on skyscrapers resulted
in no green (trees and plants), so they preferred the
results obtained with a model pre-trained on objects
(Figure 5). The butterfly team realized that it is
relatively easy to generate beautiful butterflies, but using
a model pre-trained on faces resulted in more
symmetric butterflies (Figure 6a) than when using a model
pretrained on objects (Figure 6b).</p>
      <p>
        One team deliberately trained a model pre-trained
on one category (cats or horses) with a very diferent
dataset (toasters or kitchen aid devices), with the aim
of creating a hybrid animal and electronic device (e.g.,
toaster cats in Figure 7). They realized that training
over many steps resulted in interpolating the model
from one category to another, and they have
specifically tried to find the point in time (number of
training steps) where the balance is of interest,
systematically testing when the horses disappear into kitchen
aid (they were happy with the results obtained after on the nature of the creative process, making it
essen680 steps; Figure 8). While there has been computa- tially ‘non-interactive’ and limiting the scope of the
tional eforts to train GANs on such mixed datasets, work to a small number of iterations.
the goal in those cases was to teach the GANs to learn The next choice was the number of training steps or
separate modes [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]; the question of deliberate “mode epochs. The students realized that more training is not
mixing” seems novel. necessarily better; while most often the convergence is
      </p>
      <p>Dataset level user manipulations are not popular in to a flat curve (i.e., the model keeps generating similar
the field; one of the main reasons is most likely that images regardless of additional training), sometimes
re-training is resource (time) consuming. Each ‘exper- earlier results are preferred. The only information
iment’, even if it only involves fine tuning, typically they could use in RunwayML, other than manually
intakes at least several hours. Clearly, this has an efect specting the resulting images, are the Frechet
Inception distance (FID) scores (only programmers learned
to plot and analyze additional information, such as
learning curves).</p>
      <p>One team realized that they can keep fine tuning the
network more than once, over multiple steps. First,
they generated butterflies form models pre-trained on
faces or objects. Next, they wanted to further shape
the results, with the aim at generating butterflies with
fractal patterns (failed) or animal patterns. They
continued training their fine-tuned butterfly model for
a smaller number of steps with pictures of animal
skin. Moreover, they realized that they could easily cut
those pattern pictures into a rough shape of a
butterlfy, so that the results will not lose the butterfly shape
(Figure 9).</p>
      <p>After the training process, the students learned the
controversial art of ‘cherry picking’. While in most
academic contexts this practice should be avoided, we
programmers or by slightly modifying pre-exisiting
simple code. Questionnaire results indicate that using
the GUI with StyleGAN-2 was easier than code and
resulted in better perceived quality. Interestingly, there
was no significant diference in the perceived degree
to which the results matched the original students’
intent. This is not because intent was very low, because
the mean reported intent is higher than the average,
and perceived quality and intent are highly correlated.</p>
      <p>Nevertheless, our assessment in this respect is limited,
because we are not only comparing two tools, but in
many cases we are also comparing two models – most
students who opted to use code used DC-GAN, whose
results are inferior as compared to StyleGAN. We
suggest that our course is not only useful for academic
institutions but may also be useful in industry, for
training non-programmers to co-create with AI.</p>
      <p>We have analyzed the human intervention points
in the creative process. The students were required
to intervene in several sub-tasks that were not
implemented in software. Additionally, some students
intervened in order to refine the results. While we
perceived the task in the context of almost autonomous
AI, at least two teams interpreted the task in terms
of AI assisting human creativity: one project aimed
at augmenting the design of electronic devices with
Figure 10: Automatically generated applications icons: the inspiration from animals, and the other project used
results were low quality (left) so they were recreated man- the GAN to come up with preliminary sketches for
apually (right). Results obtained with DC-GAN in Colab, by plication icons, which were then finalized by the
huMaor Bluman and Bat Primo. mans. Allowing non-programmers more control and
intervention points is clearly desired. However, while
it is relatively straightforward to expose a few more
suggest that in the context of AI-aided design or art hyper-parameters into software such as RunwayML or
this is quite legitimate. It is important to understand ‘friendly’ code wrappers, the challenge is in providing
the implications of the systems being generative, i.e., non-experts with intuitions about the expected way to
once developed they can generate a practically infinite deal with these hyper-parameters.
number of results. If one of the results is what you Finally, a very active area of current computational
are looking for, and what you are looking for is very research is how to make generative models such as
special and dificult to obtain, “cherry picking” is rea- GANs more ‘controllable’, using latent space algebra,
sonable. Finally, one team of non-programmers who latent space disentanglement and more (e.g., [23, 24,
opted to use DC-GAN were rightly disappointed from 25, 26]). We suggest that it is both interesting and
the results, which were noisy. Nevertheless, they went important to see what happens when such tools are
on to manually clean the results, suggesting that even “unleashed” to the hands of non programmers. As we
if the AI ‘artist’ or ‘designer’ is not as competent as show here, they may discover new ways to improve
the human, it can nevertheless be used as a source of results, which were not planned for by the algorithm
inspiration (Figure 10). designers. Notably, and contrary to the majority of
algorithmic efort, students tried to obtain their goal by
5. Discussion modifying the training data set – either by selecting a
counter-intuitive pre-trained option, or by modifying
their own datasets that were used for fine tuning the
models.</p>
      <sec id="sec-1-1">
        <title>Non-programmers were able to grasp the main concepts and train GANs to obtain interesting results, using either a GUI-based software intended for non</title>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Acknowledgments</title>
      <sec id="sec-2-1">
        <title>The authors wish to thank all students taking part in the course, many of whom are mentioned in the text, and especially Gizem Odemir for also making some suggestions on the survey.</title>
        <p>[26] T. Park, M.-Y. Liu, T.-C. Wang, J.-Y. Zhu, Gaugan:
semantic image synthesis with spatially adaptive
normalization, in: ACM SIGGRAPH 2019
RealTime Live!, 2019, pp. 1–1.</p>
      </sec>
    </sec>
  </body>
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