Prime Time Replay:

Mary Anne Moser and Douglas MacLeod
co-editors of Immersed in Technology:
Art and Virtual Environments



MsgId: *emedia(6)
Date: Mon Dec 15 20:52:54 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Hi! Welcome to Omni's E-Media! Every Monday evening, we discuss electronic communications and the future of culture. I'm Eileen Gunn, the moderator of tonight's discussion. I'm a science-fiction writer, and a long-time fan of alternate reality. (Hold the jokes, please.)

Our guests tonight are Mary Anne Moser and Doug MacLeod, two key people behind the legendary Art and Virtual Environments Project at the Banff Centre for the Arts in Alberta. Their new book, "Immersed in Technology: Art and Virtual Environments," which they co-edited, is a collection of essays about virtual environments and descriptions of the environments that were created at Banff. This immensely ambitious project, something that may never be duplicated in its scope and intensity, took place at the Banff Centre for the Arts in Alberta. It ran for several years in the early 1990s, culminating in a demonstration of eight artistic virtual environments presented at the Fourth International Conference on CyberSpace in 1994.

I'm particularly interested in having a lively conversation, so please don't be shy about joining in. I have some questions, to get the ball rolling, but please feel free to ask questions at any time. I've invited a few inquiring minds with an interest in virtual reality to join us and participate, and I hope all of you in the audience will join in too. (The session will be archived and available later.)

Maybe, Doug, we can just get started, and Mary Anne can join us when she shows up. What did you personally learn about the nature of virtual environments from the project?


MsgId: *emedia(12)
Date: Mon Dec 15 21:00:18 PST 1997
From: MaryAnne At: 207.228.65.6

Mary Anne here. Glad to hear the project is now legendary!
MsgId: *emedia(17)
Date: Mon Dec 15 21:02:32 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Hi, Mary Anne. We're a little message-lagged here, but I'm glad to see you.
MsgId: *emedia(18)
Date: Mon Dec 15 21:03:41 PST 1997
From: DouglasMacLeod At: 199.185.223.190

I learned that most of what we thought we knew about VR is rubbish. By this I mean that our preconceptions of photorealistic worlds that deny the body wasn't really what it's all about. I learned the importance of real architecture, real interactions and real art.
MsgId: *emedia(23)
Date: Mon Dec 15 21:08:16 PST 1997
From: MaryAnne At: 207.228.65.6

The Art and VR project began when VR was really quite hyped. At the end of two years, the bubble had certainly burst, and I think we were all ready to think about realms of representation that are a bit more satisfying for both producers and audiences.
MsgId: *emedia(35)
Date: Mon Dec 15 21:20:20 PST 1997
From: guest At: 208.154.97.44

Hello, Tami Vining here. Was the bubble burst, though, because the expectations were so high about what the technology would do, and it wasn't really creating a total environment, which would be new?
MsgId: *emedia(48)
Date: Mon Dec 15 21:30:37 PST 1997
From: MaryAnne At: 207.228.65.6

Yes, the expectations around the technology were certainly utopian. Although, having said that, much was and is possible. You just need to be able to pay the programmers!
MsgId: *emedia(19)
Date: Mon Dec 15 21:04:37 PST 1997
From: Eileen_Gunn At: 204.182.77.173

How do these environments differ, in their relationship with the viewer, from equivalent books or movies? You could say that most art is about the creation of environments. So, Douglas, would you say that it's more like everything else than it's different?
MsgId: *emedia(22)
Date: Mon Dec 15 21:08:05 PST 1997
From: DouglasMacLeod At: 199.185.223.190

These works are different because they describe a new relationship between the artist and the viewer. The best ones are never linear like a book and it is possible that everyone who experiences an environment will experience it differently.

It has to be more like everything else to be successful - whether as art or as anything else. We keep forgetting to learn from the richness of our own cultural history.


MsgId: *emedia(24)
Date: Mon Dec 15 21:09:03 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Is it more like an art installation? Though I experience books as virtual worlds (as a science fiction writer).
MsgId: *emedia(28)
Date: Mon Dec 15 21:12:32 PST 1997
From: DouglasMacLeod At: 199.185.223.190

I think that the word environment is a carefully chosen word. It's not an art installation, but rather just like my office is an environment that I am enpowered to change. A book is a virtual world but one that is less interactive.
MsgId: *emedia(29)
Date: Mon Dec 15 21:12:58 PST 1997
From: MaryAnne At: 207.228.65.6

In some ways the artworks explored new relationships with viewers, such Brenda Laurel and Rachel Strickland's use of the VR helmet and innovative dataglove (what did they name this technology they created?) But others relied on conventional modes, such as the gallery pieces, and some were screened almost like films in an installation setting.
MsgId: *emedia(26)
Date: Mon Dec 15 21:09:55 PST 1997
From: Eileen_Gunn At: 204.182.77.173

What was unsatisfying about it or conversely, what was satisfying about creating the art?

Douglas, are you saying it was too avant-garde? I mean, to some extent Donkey Kong was abstract and unlike the things that came before it. Or are you talking about marketing people wanting something that's the same as everything else?


MsgId: *emedia(38)
Date: Mon Dec 15 21:22:03 PST 1997
From: MaryAnne At: 207.228.65.6

I wasn't invovled in the creation in any way so I have to be careful. However, it seemed that some of the artists would have like to have taken their works further, but tim, resources and the limits of the technology inhibited it. So on that level it was in soem ways unsatisfying. Also, the limited audience for some of the pieces is an issue. But that is not unique to these VR artworks. I guess the other issue that continually came up in the discourse surrounding this project at the time was how our real material bodies were meant to be considered. Having said that, I think a lot of these questions have since been addressed, with the development of Web-based projects, and, as Doug mentioned, a certain contentment with the idea that our real bodies are not going to be written out of the story.
MsgId: *emedia(41)
Date: Mon Dec 15 21:24:46 PST 1997
From: DouglasMacLeod At: 199.185.223.190

MaryAnne is right. We should have done 4 projects instead of 9 and we could still be working on them. Jeffrey Shaw's work at the ZKM, for example, is constantly being refined.
MsgId: *emedia(31)
Date: Mon Dec 15 21:15:50 PST 1997
From: Bill_Humphries At: 206.86.94.243

Hi Eileen, MaryAnne, Doug -- just getting checked in and reviewing the conversation so far.
MsgId: *emedia(32)
Date: Mon Dec 15 21:16:32 PST 1997
From: DouglasMacLeod At: 199.185.223.190

Whew. I'm responding to several questions at once to try to keep up with the flow. The Laurel/Strickland glove was called a Grippee. It wasn't that VR was too avant garde or that Donkey Kong was different, it's that in designing VR spaces and video games we seem to forget that people have been creating graphics and spaces for thousands of years and we ignore the very things that would make these places compelling. More than that we repeated the mistakes of the past.
MsgId: *emedia(33)
Date: Mon Dec 15 21:16:59 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Hi, Bill. Glad you made it. Please join in.

Douglas: specifically, just what sort of things got ignored?


MsgId: *emedia(36)
Date: Mon Dec 15 21:21:44 PST 1997
From: DouglasMacLeod At: 199.185.223.190

The things that got ignored were all the basics: light, texture, color, the creation of shapes, the way people move through space, the way they interact with a space. It's too easy to blame these things on technical constraints. When someone like Marcos Novak (a real architect too) makes cyberspaces they are very compelling.
MsgId: *emedia(40)
Date: Mon Dec 15 21:24:41 PST 1997
From: Bill_Humphries At: 206.86.94.243

Yes, it seems like we ignored some basic environments like how to put a bunch of engineers around a pump assembly so they can discuss, prod, take apart and modify it.
MsgId: *emedia(45)
Date: Mon Dec 15 21:29:07 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Bill, are you talking about disembodied pump assemblies? That's an area rife with possibility.

Mary Anne, is the interest in a disembodied body a sign of the neophyte in virtual environments? In my own limited experience in virtual space, that's fascinated me. It might be that it's not a serious issue, but rather a distraction . . .?


MsgId: *emedia(42)
Date: Mon Dec 15 21:26:20 PST 1997
From: DouglasMacLeod At: 199.185.223.190

I have to say in terms of the disembodied body, that wearing a helmet and glove and being tied up in wires made me more aware of my body than any other computer interface I have ever used.
MsgId: *emedia(49)
Date: Mon Dec 15 21:31:09 PST 1997
From: guest At: 208.154.97.44

Tami here. When I visualize VR, if the technology were up to it, I wouldn't be aware of my body at all, and there would be a lot more sensory input that would take the place of or add to what I think of as body awareness.
MsgId: *emedia(63)
Date: Mon Dec 15 21:40:59 PST 1997
From: MaryAnne At: 207.228.65.6

Eileen, I would ask you, what about the experience of disembodiment fascinated you? I think that question is very interesting, for it seems to open questions about our culture at this moment in time. So on that level I find it fascinating. But in actual fact, because we are all inescapably flesh when it comes right down to it, the experience of disembodiment is only meaningful if you are embodied. So I would ask Tami, why do you want to diminish your perception of your material body? I think it would be an interesting experiment to find those thresholds, but it is worth asking what bigger questions it begs about our desire to leave the body behind..
MsgId: *emedia(72)
Date: Mon Dec 15 21:44:52 PST 1997
From: guest At: 208.154.97.44

Tami here. No, not make body perception less but add to it. I think it would be richer, and possibly have more sensory input than we're used to thinking of body awareness right now.
MsgId: *emedia(88)
Date: Mon Dec 15 21:56:48 PST 1997
From: guest At: 207.207.67.248

Since perception is mediated by the body, however, I'm not sure that calling "perception" those sensory impressions that come in another way would really work, at least not for me. Perhaps this is the problem is have with the idea of "virtual reality."
MsgId: *emedia(81)
Date: Mon Dec 15 21:53:07 PST 1997
From: Paul_Novitski At: 152.163.204.140

I don't think that a desire to experience perception 'without a body' necessarily represents denial or aversion of corporeality, any more than the desire to journey represents an aversion to home. It's both pleasurable and informative to leave home -- and doesn't obviate returning again. Who was it who said that you can't think until you learn a second language?
MsgId: *emedia(84)
Date: Mon Dec 15 21:55:11 PST 1997
From: Eileen_Gunn At: 204.182.77.173

That's an interesting point, Paul.
MsgId: *emedia(73)
Date: Mon Dec 15 21:44:56 PST 1997
From: Bill_Humphries At: 206.86.94.243

MaryAnne -- is it disembodiment or changing the way we interact. When I think of a William Gibson notion of Cyberspace, flying and swooping and changing focus and scale rapidly that doesn't necessarly involve disembodiment, just a change in the body.
MsgId: *emedia(100)
Date: Mon Dec 15 22:04:17 PST 1997
From: MaryAnne At: 207.228.65.6

I agree with you Bill. Happily, much of the hype about leaving the body behind has disappeared and people don't seem very interested in that line of thinking anymore. You will recall that there was a lot of science fiction, upon which the VR hype was built way back when in the late 1980s/early 1990s, about downloading the brain and so on.
MsgId: *emedia(106)
Date: Mon Dec 15 22:06:28 PST 1997
From: Bill_Humphries At: 206.86.94.243

There's a recent story that does talk an instance where downloading is a good idea in the January 98 Asimov's that might be relevant here: 'Approaching Perimelasma' by Geoff Landis. His narrator 'downloads' his consiousness so he can deal with the environment around a black hole.
MsgId: *emedia(43)
Date: Mon Dec 15 21:26:31 PST 1997
From: Eileen_Gunn At: 204.182.77.173

What's the ZKM? Is that something that's available to be viewed?
MsgId: *emedia(46)
Date: Mon Dec 15 21:29:18 PST 1997
From: DouglasMacLeod At: 199.185.223.190

The ZKM is the Zentrum fur Kunst and Medientechnologie its in Karlsruhe Germany. And its focus is Art and Media. Like Banff, it allows artists to have access to state of the art tools and equipment.
MsgId: *emedia(47)
Date: Mon Dec 15 21:29:53 PST 1997
From: Eileen_Gunn At: 204.182.77.173

What was the creative process for developing the works? Were they all team efforts? Were the visiting artists already experienced in virtual environments in any way?
MsgId: *emedia(50)
Date: Mon Dec 15 21:32:51 PST 1997
From: DouglasMacLeod At: 199.185.223.190

Artists submitted proposals to the project. They were juried by a variety of experts. Some of the artists had VR experience; some didn't, but all understood the mechanics of interactive art. All the pieces were very much team projects. Many of the artists came to consider the modelers and programmers to be almost their peers in the process rather than technicians.
MsgId: *emedia(86)
Date: Mon Dec 15 21:55:17 PST 1997
From: MaryAnne At: 207.228.65.6

Doug is the person who oversaw all of the teams who worked on these projects. It appeared that all were intense team efforts. As we were collecting the acknowledgments for the book, every artist had a long list of thanks, and many of them were of the "would not have been possible without . . . " ilk. It is true. None of the works would have been possible without the patient programmers, and in some cases, gallery preparators, technology partners, etc.
MsgId: *emedia(51)
Date: Mon Dec 15 21:33:08 PST 1997
From: Paul_Novitski At: 152.163.204.140

Hi; I'm curious to know if techniques were developed to surpass the single viewpoint or the uni-directional vision of a mundane human. . . that is, provide multiple simultaneous perspectives on one or more subjects, see 360 degrees at once, etc. Or were the experiences of the virtual environment visitor pretty much constrained by everyday human structural limitations?
MsgId: *emedia(55)
Date: Mon Dec 15 21:37:43 PST 1997
From: DouglasMacLeod At: 199.185.223.190

All of the works were limited by the constraints of our human vision. Laurel and STrickland did try some experiments with mapping enveloping environments all around the viewer, but these often had to be simplified in order to make them coherent. The only example I know of an artist tampering with perspective is Tamas Waliczky's The Garden produced at the ZKM in which he develops a circular perspective.
MsgId: *emedia(56)
Date: Mon Dec 15 21:37:52 PST 1997
From: guest At: 207.207.67.248

As a virtual reality neophyte, i guess i'm curious about how virtual reality worlds could possibly convey with any adequacy the sense of touch.
MsgId: *emedia(60)
Date: Mon Dec 15 21:40:14 PST 1997
From: Eileen_Gunn At: 204.182.77.173

The datagloves, for one thing, convey a sense of touch. And there are also data suits, though I don't know much about how often they've been used.
MsgId: *emedia(64)
Date: Mon Dec 15 21:41:14 PST 1997
From: DouglasMacLeod At: 199.185.223.190

The early experiments with touch are often just force feedback from a mechanical arm that won't, for example, let you push it through a wall or a molecule. Some more sophisticated work has been done with a mass of tiny needle like structures that by pushing against the skin in different patterns can give the illusion of different textures.
MsgId: *emedia(57)
Date: Mon Dec 15 21:38:58 PST 1997
From: Eileen_Gunn At: 204.182.77.173

What did the artists have to learn, not to make each other physically sick, experimenting with circular perspectives?
MsgId: *emedia(67)
Date: Mon Dec 15 21:42:29 PST 1997
From: guest At: 207.207.67.248

Katherine here. Andrew Davidhazy of RIT did photographic work with circular cameras and cameras which would move around the subject. To make a good exposure the subject had to tolerate being very slowly spun around on a stool. Some of his peripheral and circular images can be found at pomegranates webzine, http://www.pomegranates.com/frame/davidhazy/index.html.
MsgId: *emedia(69)
Date: Mon Dec 15 21:44:38 PST 1997
From: EllenDatlow At: 38.26.16.128

When I was in London I was taken to a "virtual reality" type ride" that worked very nicely, in a very primitive way. It was kind of like I-Max, I guess. A darkened theater where you sit in seats that move a bit and "you" are put into the position of "being" a human pinball. I can see that kind of ride could be made even more real using other senses than balance and perspective -- smell, touch, etc. It's all a question of fooling our normal sense perception.
MsgId: *emedia(71)
Date: Mon Dec 15 21:44:50 PST 1997
From: DouglasMacLeod At: 199.185.223.190

Getting sick in VR is often a problem of frame rate. 6 to 10 frames per second is called the Barfogenic Zone. The Garden piece was actually an animation so it wasn't actually immersive. We should remember however that perspective isn't the only means of 3D representation. There are also axonometrics and isometrics.
MsgId: *emedia(74)
Date: Mon Dec 15 21:45:15 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Mary Anne, the project I was working on was a VR air-combat game. And I liked the idea of removing the airplane and just swooping around in the air. I guess it's just an enjoyment of flying -- I'm not one of those people who has dreams about flying . . .
MsgId: *emedia(75)
Date: Mon Dec 15 21:45:37 PST 1997
From: MaryAnne At: 207.228.65.6

Doug, how do haptic interfaces work to convey a sense of touch? Are you up on those?
MsgId: *emedia(77)
Date: Mon Dec 15 21:48:03 PST 1997
From: DouglasMacLeod At: 199.185.223.190

Somebody correct me if I'm wrong, but most haptic devices I have seen are really just force feedback things that convey (or restrict) a sense of movement but not texture.
MsgId: *emedia(79)
Date: Mon Dec 15 21:49:24 PST 1997
From: MaryAnne At: 207.228.65.6

I agree, enhancing, and playing with, the senses is enjoyable in and of itself.
MsgId: *emedia(83)
Date: Mon Dec 15 21:54:43 PST 1997
From: DouglasMacLeod At: 199.185.223.190

I wanted to return to an earlier point. One of the peculiar things about VR is that to a great extent it is repeating both the rhetoric and the dogmatic approach of Modern Architecture. CAD packages - which really are still the basis of VR - really do just mimic modern architecture which proved itself to be a rather miserable approach to making liveable cities.
MsgId: *emedia(94)
Date: Mon Dec 15 22:01:00 PST 1997
From: guest At: 209.12.51.32

Good point about the somewhat soulless quality of much VR "architecture." Do we risk designing ever more sophisticated virtual environments that are too inhuman to "live" in -- like La Defense in Paris, or the city Nehru had Le Corbusier design in India? -- Andy Duncan (belatedly)
MsgId: *emedia(80)
Date: Mon Dec 15 21:52:14 PST 1997
From: guest At: 208.154.97.44

Tami here. I've been to a movie with just the sense of smell added and it greatly enhanced the environment I was used to experiencing in a theater. (I keep putting my name in the URL but it keeps changing it back to guest)
MsgId: *emedia(82)
Date: Mon Dec 15 21:54:03 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Was that the John Waters movie, Tami?
MsgId: *emedia(85)
Date: Mon Dec 15 21:55:16 PST 1997
From: Bill_Humphries At: 206.86.94.243

Tami, you know, I always thought deep space battles smelt like popcorn. *grin*
MsgId: *emedia(87)
Date: Mon Dec 15 21:56:15 PST 1997
From: guest At: 208.154.97.44

Tami here. Yes that was one. At the SEattle Film Festival here they experiment sometimes. The first time was at the screening for the rose and the smell of roses came through the air system for the opening credits. Another one, the director actually stood up there and fried garlic for the opening.
MsgId: *emedia(105)
Date: Mon Dec 15 22:05:53 PST 1997
From: guest At: 209.12.51.32

I'm charmed by the idea of the director personally frying garlic before each screening! Maybe Jim Cameron should be present at each "Titanic" screening, to squirt water on the audience personally. Seriously, though: Even if John Waters' "Smell-O-Vision" and other such film gimmicks -- Sensurround, William Castle's "Tingler," etc. -- had worked extraordinarily well and convincingly, would those techniques have become accepted practice?

Continuing the thought: Would engaging sense perceptions such as smell and touch (in a VR sort of way) have been accepted by filmmakers and by audiences as a standard component of the cinema experience? Or does cinema (and television), for us, "mean" only sight and sound, so that new innovations don't "read"? And is this a potential psychological obstacle for VR artists to overcome: The tendency to "read" these things as "movies plus"?


MsgId: *emedia(89)
Date: Mon Dec 15 21:57:07 PST 1997
From: Eileen_Gunn At: 204.182.77.173

We've only got a few minutes left, so I'd like our guests -- who are probably typing furiously as I say this -- to say something about their favorite aspect of the entire project; what did they each get out of it that they enjoyed most?

While we're waiting, I'll put in a plug for next week. Next week on E-Media, science-fiction and horror writer Ed Bryant will be talking to that connoisseur of the bizarre, Stuart Swezey, owner of the Amok Bookstore in LA and publisher of Amok Books. This is an interview that should not be missed. That's next Monday, December 22, at 9 p.m. EST. Mark it on your calendar! Set your alarm clock!<


MsgId: *emedia(95)
Date: Mon Dec 15 22:01:18 PST 1997
From: DouglasMacLeod At: 199.185.223.190

My favourite aspect of the project was that we didn't know what we were doing. Every time something actually worked it was a delightful surprise. I remember when Dorota Blaszck, our audio programmer, added stereo sound to Lawrence Paul's piece, Inherent Rights, Vision Rights, it was a revalation to me because it made the piece so much more powerful.
MsgId: *emedia(96)
Date: Mon Dec 15 22:01:39 PST 1997
From: Paul_Novitski At: 152.163.204.140

Doug (or Mary Anne), could you please describe some of those other architectural models that could be premises for alternative Vrs? (Or, since we're out of time, could you mention some of those architectures, references for us to follow?)
MsgId: *emedia(98)
Date: Mon Dec 15 22:03:57 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Paul, I think we're pretty much out of time. If Doug has a chance to answer, he's welcome to. But he's been typing his fingers to the bone.
MsgId: *emedia(103)
Date: Mon Dec 15 22:04:49 PST 1997
From: DouglasMacLeod At: 199.185.223.190

There may not be space or time here to describe all the new architectural models, but you might see if the San Diego Super Computer Center still has "In the Bag" by Marc Friederickson or contact Marcos Novak at UCLA's School of Architecture or visit the ZKM's web site (sorry I don't have the URL).
MsgId: *emedia(104)
Date: Mon Dec 15 22:05:09 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Mary Anne, did you have something to add?
MsgId: *emedia(108)
Date: Mon Dec 15 22:07:17 PST 1997
From: Paul_Novitski At: 152.163.204.140

Thanks, everyone.
MsgId: *emedia(109)
Date: Mon Dec 15 22:07:30 PST 1997
From: MaryAnne At: 207.228.65.6

Thank you. I'll be thinking of all the things I didn't fully explain or have a chance to say! Seduction medium that way, no?
MsgId: *emedia(110)
Date: Mon Dec 15 22:08:09 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Thank you all, Mary Anne & Douglas, participants, and viewers, for joining E-Media tonight. If you have questions or comments on tonight's show, I'd be happy to hear them. I'm Eileen Gunn, gunn@oz.net.
MsgId: *emedia(112)
Date: Mon Dec 15 22:09:24 PST 1997
From: guest At: 208.154.97.44

Tami here. 'Bye. And thanks Eileen.
MsgId: *emedia(113)
Date: Mon Dec 15 22:09:30 PST 1997
From: DouglasMacLeod At: 199.185.223.190

Goodnight everyone and thank you Eileen for providing excellent moderation.
MsgId: *emedia(115)
Date: Mon Dec 15 22:10:14 PST 1997
From: Bill_Humphries At: 206.86.94.243

'night all thanks been interesting and I'm digging into the literature now.
MsgId: *emedia(116)
Date: Mon Dec 15 22:11:28 PST 1997
From: guest At: 209.12.51.32

I'll try to come in on time next time! Thanks, all. -- Andy
MsgId: *emedia(117)
Date: Mon Dec 15 22:11:30 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Thank you, Doug. Goodnight!
MsgId: *emedia(119)
Date: Mon Dec 15 22:11:46 PST 1997
From: Paul_Novitski At: 152.163.204.140

Eileen or Ellen, is there a page where we can see the entire transcript after leaving this page?
MsgId: *emedia(121)
Date: Mon Dec 15 22:13:06 PST 1997
From: Eileen_Gunn At: 204.182.77.173

Thanks, Bill, Paul, Andy. The entire transcript will be here on this site for the remainder of the week. You can just log on and read it upside-down and backwards. Or you can just e-mail me and I'll send you a typescript.
MsgId: *emedia(122)
Date: Mon Dec 15 22:15:12 PST 1997
From: Paul_Novitski At: 152.163.204.140

Thanks, Eileen, and congrats!


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