VR-ADAPT: An Immersive Learning and Training Environment for
Wheelchair Users with Recent Spinal Cord Injuries
Javier Albusac
1
, Diego Cordero
1
, Mario Jim
´
enez
1
, Rub
´
en Grande
1
, Vanesa Herrera
1
,
Raquel Perales
2
, M. Eugenia San Felix
2
and Ana de los Reyes
2
1
School of Computer Science, University of Castilla-La Mancha, Paseo de la Universidad 4, 13071 Ciudad Real, Spain
2
Hospital Nacional de Parapl
´
ejios de Toledo, Carretera de la Peraleda s/n, 45004 Toledo, Spain
Keywords:
Virtual Reality, Wheelchair Simulator, Rehabilitation, Gamification, Spinal Cord Injury, Autonomous
Learning.
Abstract:
Each year, thousands of people worldwide suffer injuries that limit their mobility, affecting not only their
ability to walk but also, in many cases, the functionality of their upper limbs. These conditions represent a
drastic life change for patients, who must undergo an initial process of learning and adaptation to their new
circumstances. To address this challenge, we present VR-ADAPT, an innovative virtual reality-based platform
designed to facilitate the transition to a more autonomous life. VR-ADAPT integrates an advanced simulator
for learning to operate electric wheelchairs and digitized environments based on domestic and workplace
settings. These environments are gamified through serious games, allowing users to practice and develop
essential skills for confidently navigating their daily lives. Additionally, the platform includes a kinematic
recording and analysis module that collects detailed data during exercises. This functionality provides clinical
teams with a valuable tool for objectively evaluating patients’ progress, enhancing the personalization and
effectiveness of therapies.
1 INTRODUCTION
Each year, between 250,000 and 500,000 new spinal
cord injuries occur worldwide, significantly impair-
ing mobility, affecting not only the ability to walk
but also, in many cases, the functionality of the upper
limbs. This impact radically transforms the lives of
those affected, particularly in the early stages follow-
ing the injury, when they face the challenge of adapt-
ing to new circumstances. This period is critical, as
it involves not only accepting physical limitations but
also learning skills that enable them to regain a degree
of autonomy and improve their quality of life.
For instance, operating an electric wheelchair can
become a complex and daunting task for someone
who has never used such devices before. Control-
ling speed, making precise turns in confined spaces,
or tackling everyday obstacles like ramps and curbs
requires a learning curve that can be frustrating with-
out proper guidance and practice. Similarly, daily
tasks such as reaching for and handling objects in a
home environment—like picking up a glass from a
high shelf or opening a jar of food—can pose signif-
icant challenges. These difficulties not only test the
patient’s physical abilities but also their psychologi-
cal and emotional resilience as they adapt to a new
way of life.
The process of adapting to these new circum-
stances is fraught with challenges that extend beyond
physical limitations (Herrera et al., 2025). The mag-
nitude of change in patients’ daily lives can lead to
feelings of uncertainty and frustration, particularly
when faced with tasks such as learning to operate an
electric wheelchair or performing basic activities in
the home and workplace environments. The lack of
safe and controlled spaces where they can practice
these skills exacerbates the situation, as mistakes dur-
ing this learning period can result in accidents or re-
inforce insecurities, further hindering their progress
toward autonomy (Arlati et al., 2019).
In this context, new technologies have proven to
be effective tools for facilitating the adaptation pro-
cess (Hoter and Nagar, 2023). Digital platforms, sim-
ulators, and interactive tools provide patients with
safe and controlled environments that replicate real-
world challenges. These solutions not only allow
users to practice and refine specific skills without risk
but also optimize learning by offering scenarios that
can be tailored to their individual needs, promoting
gradual and structured progress.
Albusac, J., Cordero, D., Jiménez, M., Grande, R., Herrera, V., Perales, R., Felix, M. E. S. and Reyes, A. L.
VR-ADAPT: An Immersive Lear ning and Training Environment for Wheelchair Users with Recent Spinal Cord Injuries.
DOI: 10.5220/0013352900003929
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 27th International Conference on Enterprise Information Systems (ICEIS 2025) - Volume 2, pages 573-580
ISBN: 978-989-758-749-8; ISSN: 2184-4992
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
573
Particularly, Virtual Reality (VR) stands out as a
promising technology in this field. Its ability to cre-
ate immersive and interactive environments enables
patients to engage in simulations that replicate real-
world scenarios (Genova et al., 2022), such as ma-
neuvering in confined spaces, overcoming urban ob-
stacles, or navigating a simulated kitchen or office.
This provides them with a unique opportunity to de-
velop essential skills in a gamified environment that
transforms learning into a motivating experience.
Both the challenges and motivation described
form the basis of our proposal: VR-ADAPT, a VR-
based platform for learning and training aimed at in-
dividuals with recent mobility-limiting injuries, de-
signed to support and complement their initial adap-
tation process. This project is a collaboration with the
Hospital Nacional de Parapl
´
ejicos de Toledo (HNPT)
and is funded by Indra and the Fundaci
´
on Univer-
sia (supported by Banco Santander) through the 8th
Call for Research Grants in Accessible Technologies.
The platform includes an immersive simulator for op-
erating electric wheelchairs, virtualization of super-
vised domestic and workplace environments, the in-
tegration of serious games within these spaces to per-
form daily tasks while simultaneously undergoing re-
habilitative therapy to recover mobility, and, finally,
the recording of kinematic data from sessions to en-
able therapists to objectively assess each patient’s
progress.
The implementation of VR-ADAPT is expected to
yield multiple benefits for both patients and the clini-
cal teams responsible for their rehabilitation. For pa-
tients, the platform offers a safe and controlled en-
vironment where they can progressively acquire es-
sential skills without the risks associated with prac-
ticing in real-world settings. This not only facili-
tates the learning of practical abilities, such as operat-
ing electric wheelchairs and performing domestic and
workplace tasks, but also boosts their confidence to
face real-life situations, promoting greater indepen-
dence in their daily lives. For clinical professionals,
the platform provides an advanced tool for evaluat-
ing and personalizing therapies through the record-
ing and analysis of kinematic data from each session.
This approach enables objective monitoring of patient
progress and allows therapeutic interventions to be
tailored to individual needs, thereby optimizing treat-
ment effectiveness and improving overall rehabilita-
tion outcomes. Ultimately, VR-ADAPT has the po-
tential to significantly enhance patients’ quality of life
by accelerating their adaptation to a new environment
and reducing the barriers they face in their daily ac-
tivities.
2 RELATED WORK
Wheelchair simulators have been established as effec-
tive and safe tools for training and assessment, of-
fering controlled environments where users can de-
velop essential navigation skills and perform complex
tasks. Additionally, they are valuable for analyzing
progress in physical and cognitive rehabilitation. Re-
cent evidence highlights that these platforms not only
enable the transfer of skills to real-world scenarios
but also improve users’ confidence and quality of life
(Alapakkam Govindarajan et al., 2022), (Ortiz et al.,
2021).
The sense of presence (SoP), defined as the sub-
jective perception of ”being there, is identified as a
crucial factor for the effectiveness of simulators. Var-
ious studies have shown that the use of virtual re-
ality (VR) technologies, such as head-mounted dis-
plays (HMDs), enhances immersion, although they
can induce cybersickness symptoms, particularly in
users with limited mobility (Vailland et al., 2020),
(Arlati et al., 2019). The integration of multisensory
feedback, including vestibular and haptic stimuli, im-
proves both the user experience and SoP while mini-
mizing adverse effects (Vailland et al., 2021).
These platforms have evolved to include digitized
domestic and workplace environments, broadening
their applications. For instance, the use of personal-
ized environments enables patients with recent spinal
cord injuries to learn specific functional skills and
adapt to their new reality. Additionally, gamification
and serious games have been employed to maintain
motivation and promote physical recovery (Hoter and
Nagar, 2023).
Kinematic recording stands out as a key com-
ponent, providing objective metrics for evaluating
and adjusting rehabilitation programs. Tools such as
ViEW allow for the analysis of user performance in
both simulated and real conditions, showing a positive
correlation between acquired skills and their transfer
to real-world contexts (Mor
`
ere et al., 2018).
3 VR-ADAPT PLATFORM
Figure 1 provides an overview of the architecture of
the proposed platform. From bottom to top, the VR
headset allows the user to immerse themselves and
interact with the virtual world. Within the virtual
environment, users can navigate in a wheelchair us-
ing joystick controls or interact with virtual elements
using their hands, free of any controllers. This lat-
ter functionality is utilized in the serious games inte-
grated into the learning platform.
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Wheelchair
VR Simulator
Learning
Module
Domestic
Environment
Working
Environment
Serious
Games
Core
Recording and analysis of kinematics
VR HeadSet
Level Selector
Map Generator
Hand Tracking
Joystick Controller
Wheelchair Selector
Head
Right hand
Left hand
3D-printed
joystick
grips
Wheelchair
Camera mode
Figure 1: General architecture of the proposed platform.
To enable this, the headset itself includes a module
that tracks the user’s hands and head, as well as a joy-
stick controller. For patients with spinal cord injuries
affecting the upper limbs—particularly those who do
not have mobility in the hands or fingers—the stan-
dard joystick associated with the VR headset lacks the
necessary accessibility features, especially due to its
small size. This creates the need to fabricate larger
and diverse grips using 3D printing, which can be at-
tached to the mini-joystick controller and simulate the
grips typically found on electric wheelchairs. Further
details on this topic will be provided in the next sec-
tion.
On the other hand, the intermediate level consists
of the wheelchair simulator. This simulator includes
options for selecting the camera mode, choosing maps
based on their level of complexity, selecting the type
of wheelchair to emulate, and generating maps ac-
cording to a set of predefined rules. The camera mode
selector allows users to switch between different per-
spectives depending on their tolerance to movement
in immersive environments. A higher tolerance en-
ables a first-person view mode, while for users experi-
encing discomfort or motion sickness, a third-person
mode with minimal camera movement may be more
suitable. Regarding wheelchair selection, the main
difference lies in the type of traction—front, central,
or rear—which influences how the wheelchair turns.
Additionally, users can train in predefined spaces ap-
proved by therapists or create new maps to practice in.
There is a connection with the lower level, as the VR
wheelchair simulator utilizes the VR headset, the con-
troller, and the custom 3D-printed grip that has been
attached.
At the intermediate level, there is also a learning
module featuring the virtualization of domestic and
workplace environments, allowing users to develop
skills for navigating these everyday settings. The pri-
mary goal is to provide users with guided support to
understand potential challenges they might encounter
and how to address them, while simultaneously en-
abling hands-on practice. This module is connected
to a core system that hosts various serious games de-
signed to simulate daily tasks while also targeting
hand and arm exercises, thus contributing to the pa-
tient’s rehabilitation and improved mobility. Within
the immersive space, different games are associated
with specific zones, with each game’s theme aligning
with the characteristics of the corresponding area.
The wheelchair simulator is connected to the
learning module, allowing the user to navigate
through the virtualized environments using the
wheelchair. It should be noted that the wheelchair
simulator can also be used in open maps without be-
ing associated with domestic or workplace environ-
ments.
Finally, the upper layer focuses on kinematic
recording. During user activity, whether in the
wheelchair simulator or within the virtual environ-
ments of the learning module, the system records all
spatiotemporal data related to wheelchair movement
as well as hand and head tracking. These data, which
can be represented in various formats, provide the
clinical team with an objective means to assess the
patient’s progress.
3.1 3D-Printed Joystick Grips
In this project, we will use the Oculus Meta Quest 2
and 3 models for immersion in virtual spaces. The
choice of these devices is based on a favorable bal-
ance between cost and quality, high versatility, a
large user community, the availability of several units
within the research group as laboratory equipment,
and the team’s experience with the Meta XR Platform
SDK
1
.
Both hardware and software resources support
user interaction through external controllers (see Fig-
ure 2) as well as hand tracking for controller-free use.
In both cases, the system provides high precision,
with the latter offering a virtual representation of the
hands and reliable tracking.
Real electric wheelchairs are operated using a joy-
stick located on either the right or left armrest, de-
pending on the user’s most skillful hand. The interac-
tion mode intended for implementation in the virtual
1
https://developers.meta.com/horizon/downloads/
package/meta-xr-platform-sdk/
VR-ADAPT: An Immersive Learning and Training Environment for Wheelchair Users with Recent Spinal Cord Injuries
575
Figure 2: On the left, the controller model used for the Ocu-
lus Meta Quest 2. On the right, the controller model for the
Oculus Meta Quest 3.
Figure 3: Adapter designed for attachment to joysticks of
Oculus Meta Quest 2 and 3. At the bottom, 3D-printable
joystick handle models for mounting onto the adapter.
wheelchair simulator closely mimics this setup. How-
ever, as shown in Figure 2, the size of the joysticks
is too small. This issue is particularly critical for pa-
tients with spinal cord injuries, whose upper limbs are
affected and who face difficulties with gripping.
To address this problem, the project has set as
one of its objectives the fabrication of larger, differ-
ently shaped grips using 3D printing, designed to be
mounted onto the original controller. Since the origi-
nal joystick can be removed (see Figure 3), the HNPT
department responsible for designing and manufac-
turing adapters has developed a piece that attaches to
the movable shaft of the original controller. Once the
adapter is constructed, additional grip models in vari-
ous shapes (see the bottom of Figure 3) are fabricated
and mounted onto the intermediate piece, facilitating
their attachment.
3.2 Wheelchair VR Simulator
The VR simulator for wheelchair operation is set in
a sports hall with a spacious court measuring 45x25
meters (see Figure 4). Within this space, various
elements are placed to represent the milestones the
learner must reach, such as target points, zones to
cross, or turning maneuvers around specific markers.
The simulator includes a variety of maps, de-
signed in collaboration with the HNPT team, arranged
by levels of difficulty to facilitate gradual and con-
trolled learning. Additionally, the simulator imple-
ments three viewing modes:
First-Person View. The VR camera is positioned
directly at the patient’s eye level, offering a fully
immersive experience. The primary drawback
of this mode is the potential for motion sickness
caused by the sensation of movement while the
body remains stationary. The simulator allows the
wheelchair’s movement speed to be adjusted ac-
cording to the user’s tolerance level.
Third-Person View. The user sees the wheelchair
from an external perspective. Camera movement
is minimal and only adjusts when the wheelchair
moves sufficiently far from the current view.
While this mode is less realistic, it is designed for
users who experience severe motion sickness in
the first mode.
First-Person View Without VR Headset. In this
mode, similar to the first, the VR camera is po-
sitioned at the patient’s eye level. However, the
scene is projected onto an external monitor, and
the patient does not wear a VR headset. This
semi-immersive mode is specifically intended for
users who cannot tolerate the other two modes.
Additionally, the simulator allows users to select
and train with electric wheelchairs featuring differ-
ent traction types: front-wheel, mid-wheel, and rear-
wheel. The physics simulator included in Unity, uti-
lized in this project, accurately replicates these be-
haviors. Traction primarily influences power delivery
but, more importantly, affects the wheelchair’s turn-
ing mechanism. Through this simulation, both the
patient and the hospital’s professional team can deter-
mine the type of wheelchair best suited to the patient’s
abilities.
Finally, two key components of the simulator de-
serve special mention: gamification and movement
tracking. On the one hand, the simulator employs
gamification techniques to enhance the patient’s mo-
tivation. These include scoring systems, milestone
completion tracking based on time, and visual and au-
ditory feedback associated with specific events. On
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576
Figure 4: Third-person view of the wheelchair simulator
prototype developed to date.
the other hand, the simulator records spatiotemporal
data of the wheelchair during activity sessions, en-
abling the evaluation of the patient’s progress. This
functionality will be discussed in greater detail later.
As we will see in the following section, patients
also have the opportunity to practice their wheelchair
skills in virtualized domestic or workplace environ-
ments, which more closely resemble the settings they
encounter in their daily lives. These are typically
smaller spaces, requiring a higher level of control over
the wheelchair from the user.
3.3 Learning Module: Virtual Domestic
and Working Environments
In addition to the wheelchair simulator, the plat-
form aims to incorporate virtualized environments for
learning and training. These primarily include domes-
tic settings, such as the home, where patients spend a
significant amount of time, and workplace environ-
ments where they might engage in professional ac-
tivities. These spaces not only require wheelchair
navigation but also encourage users to perform tasks
that involve hand use. Basic functionalities are mod-
eled in these environments, such as turning lights on
and off, opening doors, or adjusting furniture height,
among others. Additionally, various serious games
are integrated into specific areas within these spaces.
The gameplay mechanics themselves require users to
achieve milestones, which, through gamification, en-
hance patient motivation and engagement.
One of the domestic environments already virtual-
ized is the adapted apartment at HNPT. This physical
space allows patients to practice and experience sen-
sations very similar to those they might encounter at
home. It includes a kitchen, a living room, a bedroom,
and a bathroom. Figure 5 shows a digital version of
the adapted apartment on the left and real photos of
some areas on the right. The digitalization process
was carried out using Polycam
2
software and LiDAR
2
https://poly.cam/
sensors from an iPhone 15 PRO. The model was re-
fined in Blender
3
and subsequently integrated into a
Unity 3D
4
project for visualization with Oculus Meta
Quest 2 and 3 devices.
Throughout the virtual apartment, floating help
buttons are distributed across different areas. At any
time, the user can interact with them. When activated,
a virtual monitor appears near the user (see Figure 6),
playing a real video featuring a therapist or an expe-
rienced patient. In each video, the speaker provides
the user with relevant information about the associ-
ated area and offers recommendations to overcome
potential challenges.
On the other hand, as mentioned earlier, the vir-
tualized spaces incorporate several serious games
across the different rooms. All these games feature
a scoring system, time tracking, and visual and au-
ditory feedback to notify the user of each occurring
event. In the specific case of the virtualized adapted
apartment at HNPT, the following serious games are
intended to be integrated:
Kitchen Cleaning. The objective of this game
is to collect plates and utensils from the coun-
tertop and load them into the dishwasher. This
game involves arm and hand movements, as well
as wheelchair navigation.
Recipe Preparation. The game displays various
ingredients on the kitchen countertop. The user
must follow a specific sequence to prepare the
meal. It requires arm and hand movements and
wheelchair navigation, as some ingredients need
to be retrieved from the refrigerator.
Box and Block on the Living Room Table. Box
and Block is a standard test used in upper limb
rehabilitation. It consists of a wooden box divided
into two sections. One section contains wooden
blocks, and the patient must grasp and move them
to the other side of the box. This serious game has
already been developed and integrated (see Figure
7). It involves arm and hand movements without
requiring wheelchair navigation.
Packing a Travel Suitcase. This serious game is
associated with the bedroom. The user must take
clothes from the wardrobe in the bedroom and
pack them into a suitcase on a table (see Figure
8). The game involves arm and hand movements
and slight wheelchair navigation.
Tooth Brushing in the Bathroom. The serious
game simulates brushing teeth, requiring circu-
lar arm movements without the need for electric
wheelchair navigation.
3
https://www.blender.org/
4
https://unity.com/
VR-ADAPT: An Immersive Learning and Training Environment for Wheelchair Users with Recent Spinal Cord Injuries
577
Figure 5: On the left side of the image, a digital version of the adapted apartment at HNPT is shown. On the right side, real
photographs of the bathroom and kitchen are displayed.
Figure 6: Playback of real video on virtual screens, pro-
viding guidance and recommendations from therapists and
experienced patients.
3.4 Recording and Analysis of
Kinematics
A key feature of the proposed platform is the mon-
itoring and recording of user activity, both during
VR wheelchair simulator sessions and while engag-
ing with the serious games integrated into the virtu-
alized environments. Recording spatiotemporal data
for the virtual wheelchair is relatively straightforward.
Since the wheelchair exists entirely as a virtual en-
tity (represented as a GameObject) within a three-
dimensional virtual environment, it is possible to con-
tinuously track and record its position along the x, y,
and z axes. The lower section of Figure 9 provides
an example of a graphical representation of the move-
ment of a virtual wheelchair in an open space.
Figure 7: Virtualization of the standard Box & Block test for
inclusion on the living room table. The graphical scheme
also illustrates different types of grips for virtual objects,
considering hands with motor limitations.
In contrast, recording hand movements involves
greater complexity. Oculus Meta Quest VR head-
sets are equipped with four external cameras featuring
a 100-degree field of view. These headsets include
a reliable tracking system capable of creating a vir-
tual representation of the hands that accurately aligns
with the position and orientation of the real hands.
Once the hands are virtually represented, interaction
with virtual elements becomes direct. It is possible
to track the position and orientation of the hands, as
well as detect any intersections with other objects. Ta-
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578
Figure 8: Serious game where the user must move clothes
stored in the wardrobe and place them in a suitcase located
on a table.
ble 1 lists the variables the system is currently able to
record. The upper section of Figure 9 provides an ex-
ample of graphical data representation for head move-
ment and left and right hand movements.
From the collected data, metrics are defined to
measure hand velocity, the concentration or density
of recorded points (movement capacity), movement
irregularity, maximum reach ranges, and response ca-
pacity, among others. Comparing these measure-
ments across sessions over time provides therapists
with objective tools for analyzing real progress.
4 DISCUSSION AND
CHALLENGES
The VR-ADAPT platform represents a significant ad-
vancement at the intersection of clinical rehabilitation
and immersive technology, offering a safe, flexible,
and gamified environment to enhance the autonomy
and quality of life of individuals with recent spinal
cord injuries. However, the development and imple-
mentation of this solution present several key chal-
lenges that warrant discussion.
One major challenge is the acceptance of the sys-
tem by both patients and clinical professionals. While
gamification techniques and virtual immersion show
promise for enhancing motivation, there is a risk that
some users may perceive these technologies as com-
plex or impractical compared to traditional rehabili-
Figure 9: Movement tracking of the right hand (red), left
hand (blue), and head (yellow). At the bottom, tracking
of movements performed with a virtual wheelchair in an
immersive space.
tation methods. This underscores the importance of
conducting additional studies focused on user experi-
ence and usability.
Another critical issue relates to patients’ tolerance
for simulated movement during virtual wheelchair
navigation. Motion sickness in immersive environ-
ments can limit the effectiveness of learning and re-
habilitation, particularly for more sensitive patients.
Although different viewing modes are proposed, in-
cluding first-person mode without VR headsets, care-
ful design of simulation dynamics is required to mini-
mize these adverse effects without compromising the
immersive experience.
Finally, while the platform offers an innovative so-
lution, its integration into clinical processes and val-
idation in real-world settings pose operational chal-
lenges. It is essential to establish protocols that en-
sure the therapeutic effectiveness of exercises within
a virtual environment and their positive impact on the
transfer of skills to the physical world.
VR-ADAPT: An Immersive Learning and Training Environment for Wheelchair Users with Recent Spinal Cord Injuries
579
Table 1: Variables and spatio-temporal information related to kinematics.
Variable Data type Range of values Description
Frame number Integer 0 to n The frame number from the start
of the exercise
Time Float 0 to n seconds The time measured in seconds
Head position Vector x, y, z coordinates Position of HMD in 3D space
Hand detection Boolean True or false Detection of the hand (detected or
undetected)
3D position of hand Vector x, y, z coordinates 3D position of the hand in space
High confidence Boolean True or false Confidence in hand tracking; if
true, the confidence level is high
Hand velocity Vector x, y, z coordinates Velocity of the hand in all direc-
tions
Pinch detection Boolean True or false Detection of a pinch (true or
false)
Palmar grasp detection Boolean True or false Detection of a palmar grasp (true
or false)
Auto-grip Boolean True or false Auto-grip mode status
Wrist twist force Float 0 to 360 Degree of hand rotation relative
to the wrist
5 CONCLUSIONS AND FUTURE
WORK
This article presents VR-ADAPT, an innovative solu-
tion for the rehabilitation of individuals with recent
spinal cord injuries, combining immersive environ-
ments, serious games, and kinematic tracking to sup-
port their transition to a more autonomous life. In the
coming months, the development team will focus on
completing the functionality of the wheelchair simu-
lator, fully integrating the serious games into both do-
mestic and workplace environments, and conducting
studies with real patients at the Hospital Nacional de
Parapl
´
ejicos de Toledo. These steps will enable the
analysis of the platform’s functionality and usability
in a real-world setting, laying the groundwork for its
clinical validation and future implementation.
ACKNOWLEDGEMENTS
This work has been funded by the company Indra
and the Universia Foundation through the VIII call
for grants for research projects in accessible technolo-
gies, and by University of Castilla-La Mancha under
Project ID 2023-GRIN-34400.
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