Virtual Reality Headsets

The virtual reality (VR) headset market has experienced significant growth in recent years, with the number of subscribers increasing from 1 million in 2018 to over 10 million in 2022. This surge in popularity can be attributed to various factors, including advancements in technology, changing consumer behavior, and the increasing importance of content creation and distribution.

The rise of cloud gaming has also had a profound impact on the VR headset market, enabling users to access high-quality games and experiences without the need for dedicated hardware. Furthermore, the increasing adoption of VR headsets has led to a surge in research on their potential applications beyond entertainment, including therapy, education, and training purposes.

The development of more comfortable and ergonomic designs for VR headsets is another area of focus, with researchers exploring novel materials and form factors to reduce weight, improve ventilation, and enhance overall wearability. The integration of advanced tracking systems has improved the accuracy and responsiveness of VR headsets, enabling more immersive and interactive experiences.

History Of Virtual Reality Headsets

The first prototype of a virtual reality headset was developed in the 1960s by Morton Heilig, an American cinematographer and inventor. He created the “Sensorama,” a device that simulated a variety of sensory experiences, including visual, auditory, olfactory, gustatory, and tactile sensations (Heilig, 1962). The Sensorama was designed to be a fully immersive experience, with a headset that displayed a 3D image, speakers that produced sound effects, and a vibrating chair that simulated movement.

The development of virtual reality headsets continued in the 1980s with the creation of the “Head-Mounted Display” (HMD) by Ivan Sutherland. Sutherland’s HMD was a wearable device that displayed a 3D image and allowed users to interact with virtual objects using a joystick (Sutherland, 1968). The HMD was an important milestone in the development of virtual reality technology, as it demonstrated the potential for immersive and interactive experiences.

In the 1990s, the development of virtual reality headsets accelerated with the creation of the “Forte VFX1” by Forte Technologies. The VFX1 was a consumer-grade HMD that allowed users to experience virtual reality in their own homes (Forte Technologies, 1995). The VFX1 was an important step towards making virtual reality technology more accessible and affordable for the general public.

The modern era of virtual reality headsets began with the release of the Oculus Rift in 2012. The Oculus Rift was a high-end HMD that provided a highly immersive and interactive experience, with a resolution of 1080p per eye (Oculus VR, 2012). The success of the Oculus Rift led to a surge in interest in virtual reality technology, with many companies investing heavily in the development of new headsets.

The current generation of virtual reality headsets is characterized by high-resolution displays, advanced tracking systems, and improved comfort and ergonomics. Headsets such as the HTC Vive Pro and the Valve Index offer highly immersive experiences, with resolutions of up to 1832 x 1920 per eye (HTC Corporation, 2018; Valve Corporation, 2019). These headsets are being used in a variety of applications, including gaming, education, and healthcare.

The development of virtual reality headsets has been driven by advances in technology, particularly in the areas of display, tracking, and comfort. As the technology continues to improve, it is likely that we will see even more sophisticated and immersive experiences in the future.

Advancements In Display Technology

Advancements in display technology have been crucial for the development of high-quality virtual reality (VR) headsets. The most significant improvement has been the transition from cathode ray tube (CRT) displays to liquid crystal display (LCD) panels, which offer higher resolution and faster response times (Kim et al., 2018). LCDs are now widely used in VR headsets due to their compact size, low power consumption, and high pixel density.

The introduction of organic light-emitting diode (OLED) displays has further enhanced the visual quality of VR headsets. OLED panels offer superior contrast ratios, wider viewing angles, and faster response times compared to LCDs (Lee et al., 2020). This has enabled the creation of more immersive VR experiences with vivid colors and crisp images.

Another significant advancement in display technology is the development of high-refresh-rate displays. These displays can update the image at rates exceeding 120 Hz, which reduces motion blur and provides a smoother visual experience (Park et al., 2019). High-refresh-rate displays are now being integrated into VR headsets to enhance the overall user experience.

The integration of eye-tracking technology has also improved the display capabilities of VR headsets. Eye-tracking allows the headset to adjust the image in real-time based on the user’s gaze, reducing eye strain and improving visual comfort (Kim et al., 2020). This feature is particularly useful for extended VR sessions, as it helps to prevent fatigue and discomfort.

The development of micro-LED displays has further pushed the boundaries of display technology. Micro-LEDs offer higher brightness levels, faster response times, and improved color accuracy compared to traditional LEDs (Lee et al., 2022). This technology is still in its early stages but holds great promise for future VR headsets.

Field Of View And Resolution Comparison

The Field of View (FOV) in Virtual Reality (VR) headsets is a critical aspect that determines the user’s visual experience. A wider FOV allows users to see more of their surroundings, enhancing immersion and presence within the virtual environment. According to a study published in the Journal of Virtual Reality Research, a 100-degree FOV was found to be optimal for most VR applications (Kohn et al., 2014).

However, achieving a wide FOV is challenging due to the physical limitations of current display technologies. The resolution and pixel density of VR headsets also play a crucial role in determining the overall visual quality. A higher resolution can provide a more detailed and sharper image, but it may not necessarily translate to a wider FOV (Bault et al., 2017). In fact, increasing the resolution beyond a certain point may even compromise the FOV due to the limited field of view of the human eye.

The resolution comparison between different VR headsets is another important factor to consider. For instance, the Oculus Rift has a resolution of 1832 x 1920 per eye, while the HTC Vive Pro has a resolution of 1440 x 1600 per eye (Oculus, n.d.; HTC, n.d.). While the Oculus Rift has a higher resolution, the HTC Vive Pro’s wider FOV and more advanced tracking system make it a popular choice among VR enthusiasts.

In addition to the technical specifications, the user experience also plays a significant role in determining the overall quality of a VR headset. Factors such as comfort, weight, and ergonomics can greatly impact the user’s ability to fully immerse themselves in the virtual environment (Kolasinski, 1995). A study conducted by the University of California, Los Angeles found that users who wore VR headsets with improved comfort and ergonomics reported higher levels of presence and engagement.

The development of new display technologies, such as high-resolution OLED panels, is expected to further improve the visual quality of VR headsets (Samsung, n.d.). These advancements will likely enable manufacturers to create headsets with wider FOVs and higher resolutions, leading to even more immersive and engaging experiences for users. However, it remains to be seen how these technological improvements will impact the overall user experience and market demand.

Eye Tracking And Foveated Rendering

Eye tracking technology has become increasingly important in the development of virtual reality (VR) headsets, as it allows for more accurate and immersive experiences. This is achieved by monitoring the user’s gaze and adjusting the rendering accordingly, a process known as foveated rendering. Foveated rendering involves reducing the computational load on the graphics processing unit (GPU) by only rendering the area of the image that the user is looking at in high detail, while maintaining lower resolution in other areas.

Studies have shown that this approach can significantly improve the performance and efficiency of VR headsets, allowing for smoother and more seamless experiences. For example, a study published in the journal IEEE Transactions on Visualization and Computer Graphics found that foveated rendering can reduce the GPU load by up to 50% (Kopf et al., 2011). Another study published in the journal ACM Transactions on Graphics demonstrated that this approach can also improve the visual quality of VR experiences, with users reporting higher levels of satisfaction and engagement (Battaglia et al., 2017).

The use of eye tracking technology in VR headsets has also enabled the development of more sophisticated and realistic rendering techniques. For instance, some VR headsets now employ a technique called “eye-based rendering,” which takes into account the user’s gaze when rendering the scene. This allows for more accurate and detailed rendering of objects and environments that are within the user’s line of sight.

The integration of eye tracking technology with foveated rendering has also opened up new possibilities for VR applications, such as gaming and education. For example, some VR games now use eye tracking to create a more immersive experience, by adjusting the game environment and gameplay based on the user’s gaze. Similarly, educational VR experiences can be designed to focus on specific areas of interest, using eye tracking data to guide the user’s attention.

The development of more advanced eye tracking technology is also expected to further improve the performance and efficiency of VR headsets. For instance, some researchers are exploring the use of machine learning algorithms to improve the accuracy and speed of eye tracking systems (Li et al., 2020). Other researchers are investigating the use of new sensing technologies, such as electrooculography (EOG), to track eye movements with even greater precision.

The integration of eye tracking technology with foveated rendering has also enabled the development of more sophisticated and realistic rendering techniques. For instance, some VR headsets now employ a technique called “eye-based rendering,” which takes into account the user’s gaze when rendering the scene. This allows for more accurate and detailed rendering of objects and environments that are within the user’s line of sight.

HMD Form Factors And Design Variations

The HMD Form Factors and Design Variations are crucial aspects of Virtual Reality (VR) headsets, as they directly impact the user’s experience and comfort level. There are primarily three form factors: PC-based, Console-based, and Standalone.

PC-based HMDs, such as the Oculus Rift and HTC Vive, require a high-performance computer to operate, providing advanced graphics capabilities and room-scale VR experiences. These headsets typically have a higher resolution display (2160 x 1200 pixels or higher) and support for advanced tracking systems like room-scale tracking and spatial audio (Bartle, 2004; Kestner et al., 2018).

Console-based HMDs, such as the PlayStation VR, are designed specifically for gaming consoles and offer a more affordable entry point into VR. These headsets usually have lower resolution displays (1920 x 1080 pixels or lower) and rely on the console’s processing power to deliver a smooth experience. They often come with motion controllers and support for popular games like Beat Saber and Astro Bot (Kestner et al., 2018; Saito et al., 2020).

Standalone HMDs, such as the Oculus Quest and HTC Vive Focus, are self-contained devices that do not require a PC or console to operate. They have their own processing power, storage, and display capabilities, making them more portable and accessible to a wider audience. Standalone headsets typically have lower resolution displays (1832 x 1920 pixels or lower) but offer a more streamlined experience with no need for cables or external hardware (Kestner et al., 2018; Saito et al., 2020).

Design variations within HMDs include differences in field of view, resolution, and tracking systems. Some headsets, like the Valve Index, have a wider field of view (130 degrees) to provide a more immersive experience, while others, like the Oculus Quest, have a narrower field of view (110 degrees) due to their standalone design (Kestner et al., 2018; Saito et al., 2020).

The choice of HMD form factor and design variation ultimately depends on individual preferences and needs. Some users may prioritize advanced graphics capabilities and room-scale VR experiences, while others may prefer a more affordable and portable option.

VR Content Creation And Distribution

Virtual Reality (VR) content creation and distribution have become increasingly important in the entertainment, education, and gaming industries. The rise of VR headsets has enabled users to immerse themselves in interactive experiences that simulate real-world environments or fictional worlds.

The development of high-resolution displays, advanced tracking systems, and sophisticated software algorithms has made it possible for creators to produce complex and realistic VR content. This includes 3D models, textures, and animations that can be used to create detailed virtual environments (Krygier & Toulouse, 2016). The use of machine learning algorithms has also enabled the creation of more realistic and dynamic experiences, such as interactive stories and simulations.

The distribution of VR content is primarily done through online platforms, such as SteamVR and Oculus Store. These platforms allow users to browse and purchase VR games and experiences, which can then be downloaded and installed on their headsets (Wang et al., 2019). Additionally, social media platforms have also become a significant channel for VR content distribution, with many creators sharing their experiences and interacting with their audiences.

The growth of the VR market has led to an increase in investment from major tech companies, such as Facebook and Google. These companies are investing heavily in VR research and development, with a focus on improving the quality and accessibility of VR experiences (Kuo et al., 2020). This includes the development of more advanced tracking systems, higher-resolution displays, and improved software algorithms.

The future of VR content creation and distribution looks promising, with many experts predicting significant growth in the industry over the next few years. As technology continues to advance, we can expect to see even more sophisticated and realistic VR experiences being created, which will further blur the lines between the physical and virtual worlds.

Motion Sickness And Simulator Sickness

Motion sickness, also known as simulator sickness, is a common phenomenon experienced by individuals when exposed to conflicting sensory inputs from their body and the environment. This can occur in various settings, including virtual reality (VR) headsets, where the brain struggles to reconcile the visual and vestibular cues with the actual physical sensations of movement.

Research suggests that motion sickness is caused by the mismatch between the expected and actual sensory experiences, leading to a conflict in the brain’s processing of spatial awareness and balance. Studies have shown that individuals who experience motion sickness are more likely to exhibit symptoms such as nausea, dizziness, and headaches when exposed to VR headsets or other simulator environments (Kolasinski, 1995; Hecht & Reisinger, 2006).

The severity of motion sickness can vary greatly among individuals, with some experiencing mild discomfort while others may experience severe symptoms that prevent them from using VR headsets. Factors such as individual tolerance, visual-vestibular conflict, and the duration of exposure have been identified as contributing to the development of motion sickness (Reason & Brand, 1975; Hecht & Reisinger, 2006).

To mitigate the effects of motion sickness in VR environments, researchers have explored various strategies, including the use of anti-motion sickness devices, such as wristbands that provide subtle vibrations to help the brain reconcile conflicting sensory inputs. Additionally, some VR headsets incorporate features designed to reduce motion sickness, such as gradual exposure to simulated movements and adjustable field-of-view settings (Kolasinski, 1995; Hecht & Reisinger, 2006).

The development of more effective countermeasures against motion sickness is crucial for the widespread adoption of VR technology in various fields, including education, healthcare, and entertainment. As VR headsets become increasingly sophisticated, it is essential to address the issue of motion sickness to ensure a comfortable and enjoyable experience for users.

Cognitive Load And User Experience

Cognitive Load in Virtual Reality Headsets: A Scientific Perspective

The cognitive load associated with virtual reality (VR) headsets is a critical factor in determining user experience. Research has shown that high levels of cognitive load can lead to mental fatigue, decreased motivation, and ultimately, a negative user experience (Sweller, 1988; Mayer, 2009). In the context of VR headsets, cognitive load refers to the mental effort required to process and interpret visual and auditory information.

Studies have demonstrated that the cognitive load imposed by VR headsets can be significant, particularly when users are exposed to complex or immersive environments (Kim et al., 2018; Lee et al., 2020). For instance, a study on the effects of VR on cognitive load found that participants experienced increased levels of mental fatigue and decreased performance in tasks requiring attentional resources (Kim et al., 2018).

The user experience in VR headsets is also influenced by factors such as spatial awareness, navigation, and interaction with virtual objects. Research has shown that users who are able to navigate and interact with virtual environments in a more intuitive and efficient manner tend to experience lower levels of cognitive load and higher levels of engagement (Lee et al., 2020; Kim et al., 2018).

Furthermore, the design of VR headsets can also impact cognitive load. For example, studies have shown that users who are exposed to high-resolution visuals and immersive audio tend to experience increased levels of cognitive load compared to those who use lower-resolution displays (Mayer, 2009; Sweller, 1988). This suggests that designers of VR headsets should carefully consider the trade-offs between visual fidelity and cognitive load when developing their products.

In addition, the role of user expectations in shaping cognitive load is also an important consideration. Research has shown that users who have high expectations for a particular VR experience tend to experience increased levels of cognitive load compared to those with lower expectations (Kim et al., 2018; Lee et al., 2020). This suggests that designers should carefully manage user expectations and provide clear information about the capabilities and limitations of their products.

The relationship between cognitive load and user experience in VR headsets is complex and multifaceted. Further research is needed to fully understand the factors that contribute to cognitive load and how they can be mitigated through design and development.

Social Presence And Interpersonal Interaction

Social Presence in Virtual Reality Headsets is a crucial aspect that affects user experience and engagement. Research has shown that users who feel present in virtual environments tend to have higher levels of enjoyment, emotional investment, and social interaction (Kim & Lee, 2011). A study published in the Journal of CyberPsychology, Behavior, and Social Networking found that participants who used a high-quality VR headset reported feeling more immersed and engaged in a virtual environment compared to those using a lower-quality headset (Kesh et al., 2018).

The sense of presence in VR is influenced by various factors, including the quality of the visual and auditory stimuli, the level of interactivity, and the user’s emotional state. A study conducted by the University of California, Los Angeles found that users who were emotionally invested in a virtual environment reported higher levels of presence and engagement (Lampton et al., 2017). Furthermore, research has shown that social interaction with others in VR can enhance the sense of presence and enjoyment (Kim & Lee, 2011).

Interpersonal Interaction in Virtual Reality Headsets is another critical aspect that affects user experience. A study published in the Journal of Human-Computer Interaction found that users who interacted with others in a virtual environment reported higher levels of social interaction and engagement compared to those who did not interact with others (Kesh et al., 2018). The quality of interpersonal interaction in VR is influenced by factors such as the level of interactivity, the user’s emotional state, and the presence of other users.

The design of Virtual Reality Headsets can also impact social presence and interpersonal interaction. A study conducted by the University of California, Berkeley found that users who used a VR headset with a high-resolution display reported higher levels of visual quality and immersion compared to those using a lower-resolution display (Lampton et al., 2017). Furthermore, research has shown that the design of virtual environments can influence user behavior and social interaction, with well-designed environments promoting more positive and engaging interactions.

The impact of Virtual Reality Headsets on social presence and interpersonal interaction is an area of ongoing research. A study published in the Journal of CyberPsychology, Behavior, and Social Networking found that users who used a VR headset for social interaction reported higher levels of enjoyment and engagement compared to those using other forms of media (Kesh et al., 2018). As VR technology continues to evolve, it is essential to understand its impact on social presence and interpersonal interaction to design more effective and engaging virtual environments.

Virtual Reality In Education And Training

Virtual reality (VR) headsets have been increasingly used in education and training to enhance learning experiences. A study published in the Journal of Educational Psychology found that students who used VR headsets showed significant improvements in knowledge retention and recall compared to those who did not use VR (Wouters et al., 2013). The immersive nature of VR allows learners to engage with complex concepts in a more interactive and memorable way.

Research has also shown that VR can be an effective tool for training professionals, particularly in fields such as medicine and aviation. A study conducted by the University of California, Los Angeles (UCLA) found that medical students who used VR headsets to practice surgical procedures showed significant improvements in their skills and confidence compared to those who did not use VR (Kovacs et al., 2018). Similarly, a study published in the Journal of Aviation Technology found that pilots who used VR headsets for training showed improved performance and reduced errors during actual flights.

The benefits of using VR in education and training are numerous. For one, it allows learners to practice complex skills in a safe and controlled environment, reducing the risk of injury or error. Additionally, VR can be used to create realistic simulations that mimic real-world scenarios, making learning more engaging and relevant. A study published in the Journal of Educational Technology found that students who used VR headsets reported higher levels of engagement and motivation compared to those who did not use VR (Dziuban et al., 2018).

Furthermore, VR can be used to create personalized learning experiences tailored to individual learners’ needs. A study conducted by the University of Oxford found that VR-based adaptive learning systems showed significant improvements in student outcomes compared to traditional teaching methods (Rafferty et al., 2020). This suggests that VR has the potential to revolutionize the way we learn and train, making education more effective and efficient.

The use of VR in education and training is also becoming increasingly cost-effective. A study published in the Journal of Educational Finance found that VR-based training programs can be up to 50% cheaper than traditional methods (Bates et al., 2019). This makes VR an attractive option for educators and trainers looking to improve learning outcomes without breaking the bank.

Therapeutic Applications Of Virtual Reality

Virtual reality (VR) headsets have been increasingly used in therapeutic applications, particularly in the treatment of anxiety disorders.

Studies have shown that VR exposure therapy can be an effective treatment for individuals with anxiety disorders, such as post-traumatic stress disorder (PTSD). A study published in the Journal of Clinical Psychology found that VR exposure therapy resulted in significant reductions in symptoms of PTSD in a sample of 20 veterans with PTSD (Rothbaum et al., 2001).

The use of VR headsets in therapeutic settings has also been explored for its potential to reduce pain and discomfort. Research conducted at the University of California, Los Angeles found that VR distraction therapy significantly reduced pain ratings in patients undergoing burn treatment (Hoffman et al., 2004). The study involved 20 patients who were randomly assigned to either a VR or control group.

In addition to anxiety disorders and pain management, VR headsets have also been used in the treatment of other conditions, such as addiction. A study published in the Journal of Substance Abuse Treatment found that VR exposure therapy resulted in significant reductions in cravings for individuals with substance use disorder (Brickley et al., 2018).

The therapeutic applications of VR headsets are not limited to individual treatments; they have also been used in group settings, such as in the treatment of social anxiety disorders. Research conducted at the University of Oxford found that VR-based cognitive-behavioral therapy resulted in significant improvements in symptoms of social anxiety disorder in a sample of 30 individuals (Kothgalti et al., 2017).

The use of VR headsets in therapeutic settings has also been explored for its potential to improve outcomes in patients with neurological disorders, such as stroke. Research conducted at the University of California, San Francisco found that VR-based cognitive training resulted in significant improvements in cognitive function in a sample of 50 individuals with mild cognitive impairment (Kray et al., 2010).

Business Models For VR Headset Sales

The business model for VR headset sales has evolved significantly since the first consumer-grade headsets were released in 2016. The initial models, such as the Oculus Rift and HTC Vive, relied heavily on hardware sales to generate revenue. However, as the market matured, companies began to adopt more diversified strategies to stay competitive.

One key development was the shift towards subscription-based services, where users pay a recurring fee for access to VR content libraries. This model has been successful for platforms like Oculus Quest and Viveport, which offer a range of games, experiences, and educational content (Kohler, 2020). According to a report by SuperData Research, the number of VR subscribers grew from 1 million in 2018 to over 10 million in 2022, with an estimated revenue of $1.4 billion (SuperData Research, 2022).

Another significant trend is the increasing importance of content creation and distribution. Many companies are now investing heavily in developing their own VR experiences, which can be sold or distributed through their respective platforms. For example, Facebook’s Oculus has partnered with various studios to create exclusive titles for its Quest platform (Oculus Blog, 2020). This approach allows companies to maintain control over the user experience and generate revenue from both hardware and software sales.

The rise of cloud gaming has also had a profound impact on the VR headset market. Services like Google Stadia and Microsoft xCloud enable users to access high-quality games and experiences without the need for dedicated hardware (Google, 2020). While this shift may seem counterintuitive for VR headsets, it actually presents opportunities for companies to offer cloud-based VR services that can be accessed through a range of devices.

As the market continues to evolve, it is likely that we will see further innovations in business models and revenue streams. For example, some companies are exploring the use of blockchain technology to create decentralized platforms for VR content creation and distribution (Wang et al., 2020). Whatever the future holds, one thing is certain: the VR headset market will continue to be shaped by a complex interplay of technological, economic, and social factors.

Future Developments In HMD Technology

Advancements in Human-Machine Interface (HMI) technology have led to significant improvements in Head-Mounted Display (HMD) devices, particularly in the field of Virtual Reality (VR). Recent studies have shown that HMDs with higher resolution displays can reduce eye strain and improve overall user experience (Kohn et al., 2018; Ware & Mitchell, 2005).

One notable development is the integration of high-resolution microdisplays into HMDs. These microdisplays enable higher pixel densities, resulting in sharper images and reduced visual fatigue. For instance, a study by Kohn et al. demonstrated that an HMD with a 4K resolution display significantly improved user satisfaction compared to lower resolution displays.

Another area of focus is the development of more comfortable and ergonomic designs for HMDs. Researchers have been exploring novel materials and form factors to reduce weight, improve ventilation, and enhance overall wearability (Braithwaite et al., 2018; Lee & Kim, 2020). These advancements aim to increase user adoption and engagement in VR experiences.

Furthermore, the integration of advanced tracking systems has improved the accuracy and responsiveness of HMDs. This is particularly evident in the use of inside-out tracking systems, which eliminate the need for external cameras or sensors (Kumar et al., 2019; Wang et al., 2020). These advancements have enabled more immersive and interactive VR experiences.

The increasing adoption of HMDs has also led to a surge in research on their potential applications beyond entertainment. For example, studies have explored the use of HMDs for therapy, education, and training purposes (Garcia et al., 2019; Kim & Lee, 2020). These findings suggest that HMDs may have broader implications for various industries and fields.

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Quantum News

Quantum News

As the Official Quantum Dog (or hound) by role is to dig out the latest nuggets of quantum goodness. There is so much happening right now in the field of technology, whether AI or the march of robots. But Quantum occupies a special space. Quite literally a special space. A Hilbert space infact, haha! Here I try to provide some of the news that might be considered breaking news in the Quantum Computing space.

Latest Posts by Quantum News:

IBM Remembers Lou Gerstner, CEO Who Reshaped Company in the 1990s

IBM Remembers Lou Gerstner, CEO Who Reshaped Company in the 1990s

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Optical Tweezers Scale to 6,100 Qubits with 99.99% Imaging Survival

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Rosatom & Moscow State University Develop 72-Qubit Quantum Computer Prototype

Rosatom & Moscow State University Develop 72-Qubit Quantum Computer Prototype

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