Links of Interest (Distributed Virtual Enviorments)
													This list contains  several references to the most important papers in the 
														field of Distributed Virtual Environments and Networked Games Research. Really, 
														it is copy of  a general  list maintained by Kuan-Ta Chen from the 
														Institute of Information Science, Academia Sinica (Taiwan). The list was 
														initiated by Joerg Widmer (joerg.widmer@epfl.ch), 
														who maintained it until 2003. Kuan-Ta Chen (ktchen@iis.sinica.edu.tw) 
														started to maintain this list since May 2005. 
													    
													 
														- [Castronova, 2003]
															
 - 
																Edward Castronova. Network technology, markets, and the growth of synthetic 
																worlds. In NETGAMES '03: Proceedings of the 2nd workshop on Network and 
																	system support for games, pages 121-134, New York, NY, USA, 2003. 
																ACM Press. (doi:10.1145/963900.963912)
																
																
 - [Lewis and Jacobson, 2002]
																	
 - 
																		Michael Lewis and Jeffrey Jacobson. Game engines in scientific research. Communications 
																			of the ACM, 45(1):27-31, January 2002.
																		
																		
 - [Smed et al., 2002]
																			
 - 
																				Jouni Smed, Timo Kaukoranta, and Harri Hakonen. 
																					A review on networking and multiplayer computer games. Technical Report 
																				454, Turku Centre for Computer Science, April 2002.
																				
																				
 - [Bernier, 2000]
																					
 - 
																						Yahn W. Bernier. Half-Life 
																							and TeamFortress networking: Closing the loop on scalable network gaming 
																							backend services. In Proceedings of the 14th Games Developers 
																							Conference, San Jose, CA, March 2000.
																						
																					
 
													  
													    
													 
														- [Chen et al., 2007]
															
 - 
																Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. 
																	Game traffic analysis: An MMORPG perspective. Computer Networks, 
																51(3), 2007. Article In Press.
																
																
 - [Chen et al., 2005]
																	
 - 
																		Kuan-Ta Chen, Polly Huang, Chun-Ying Huang, and Chin-Laung Lei. 
																			Game traffic analysis: An MMORPG perspective. In NOSSDAV'05: 
																			Proceedings of the International Workshop on Network and Operating Systems 
																			Support for Digital Audio and Video, pages 19-24. ACM Press, 2005. (doi:10.1145/1065983.1065988)
																		
																		
 - [Dainotti et al., 2005]
																			
 - 
																				Alberto Dainotti, Antonio Pescapè, and Giorgio Ventre. A packet-level traffic 
																				model of starcraft. In Second International Workshop on Hot Topics in 
																					Peer-to-Peer Systems (HOT-P2P), pages 33-42, July 2005.
																				
																				
 - [Feng et al., 2005]
																					
 - 
																						Wu Chang Feng, Francis Chang, Wu Chi Feng, and Jonathan Walpole. A 
																						traffic characterization of popular on-line games. IEEE/ACM Transactions on 
																							Networking, 13(3):488-500, June 2005.
																						
																						
 - [Färber, 2002]
																							
 - 
																								Johannes Färber. Network game traffic modelling. In NetGames '02: Proceedings 
																									of the 1st Workshop on Network and System Support for Games, pages 
																								53-57. ACM Press, 2002. (doi:10.1145/566500.566508)
																								
																								
 - [Joyce, 2001]
																									
 - 
																										Sarah K. Joyce. Traffic on 
																											the internet - a study of internet games. Network Analysis Times, 
																										2(1), April 2001.
																										
																										
 - [Bangun and Dutkiewicz, 2000]
																											
 - 
																												Ricky A. Bangun and Eryk Dutkiewicz. Modelling multi-player games traffic. 
																												In Proceedings of the International Conference on Information Technology: 
																													Coding and Computing (ITCC), pages 228-233, Las Vegas, NV, March 
																												2000.
																												
																												
 - [Borella, 2000]
																													
 - 
																														Michael S. Borella. Source models of network game traffic. Computer 
																															Communications, 23(4):403-410, February 15, 2000.
																														
																														
 - [Joyce, 2000]
																															
 - 
																																Sarah K. Joyce. 
																																	Traffic on the internet - a study of internet games, October 2000. A 
																																report submitted in partial fulfillment of the requirements for the degree 
																																Bachelor of Computing and Mathematical Sciences.
																																
																																
 - [Bangun et al., 1999]
																																	
 - 
																																		Ricky A. Bangun, Eryk Dutkiewicz, and Gary J. Anido. An analysis of 
																																		multi-player network games traffic. In Proceedings of the 1999 International 
																																			Workshop on Multimedia Signal Processing, pages 3-8, Copenhagen, 
																																		Denmark, September 1999.
																																		
																																		
 - [Borella, 1999]
																																			
 - 
																																				Michael S. Borella. 
																																					Source models of network game traffic. In Proceedings of 
																																					networld+interop '99, Las Vegas, NV, May 1999.
																																				
																																				
 - [Bangun and Beadle, 1997]
																																					
 - 
																																						Ricky A. Bangun and H.W. Peter Beadle. 
																																							Traffic on a client-server based architecture for multi-user networked games 
																																							applications. In Proceedings of the 1997 International Conference on 
																																							Telecommunications (ICT '97), pages 93-98, Melbourne, Australia, 
																																						April 1997.
																																						
																																					
 
													  
													    
													 
														- [Chambers et al., 2005]
															
 - 
																Chris Chambers, Wu chang Feng, Wu chi Feng, and Debanjan Saha. 
																Mitigating information exposure to cheaters in real-time strategy games. In NOSSDAV'05: 
																	Proceedings of the international workshop on Network and operating systems 
																	support for digital audio and video, pages 7-12. ACM Press, 2005. (doi:10.1145/1065983.1065986)
																
																
 - [Yan and Randell, 2005]
																	
 - 
																		Jeff Yan and Brian Randell. A systematic classification of cheating in online 
																		games. In Proceedings of ACM SIGCOMM 2005 workshops on NetGames '05. 
																		ACM Press, 2005.
																		
																		
 - [DeLap et al., 2004]
																			
 - 
																				Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup 
																				Lee, and Christos Tsarouchis. Is runtime verification applicable to cheat 
																				detection? In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, 
																				pages 134-138. ACM Press, 2004. (doi:10.1145/1016540.1016553)
																				
  
																				 - [Cronin et al., 2003]
																					
 - 
																						Eric Cronin, Burton Filstrup, and Sugih Jamin. 
																							Cheat-proofing dead reckoned multiplayer games. In Proc. of 2nd
																							International Conference on Application and Development of Computer Games, 
																						Jan 2003.
																						
																						
 - [Yan and Choi, 2002]
																							
 - 
																								Jianxin Jeff Yan and Hyun-Jin Choi. Security issues in online games. The 
																									Electronic Library, 20(2):125-133, 2002.
																								
																								
 - [Baughman and Levine, 2001]
																									
 - 
																										Nathaniel E. Baughman and Brian Neil Levine. 
																											Cheat-proof playout for centralized and distributed online games. In Proceedings 
																											of the Twentieth IEEE Computer and Communication Society INFOCOM Conference, 
																										Anchorage, AK, April 2001.
																										
																										
 - [Pritchard, 2001]
																											
 - 
																												Matt Pritchard. How to hurt the hackers: The scoop on internet cheating and how 
																												you can combat it. Information Security Bulletin February, 2001.
																												
																												
 - [Yan and Choi, 2001]
																													
 - 
																														Jianxin Jeff Yan and Hyun-Jin Choi. 
																															Security issues in online games. In International Conference on 
																															Application and Development of Computer Games in the 21st Century, 
																														Hong Kong, November 2001.
																														
																													
 
													  
													    
													 
														- [Ducheneaut and Moore, 2004]
															
 - 
																Nicolas Ducheneaut and Robert J. Moore. The social side of gaming: a study 
																of interaction patterns in a massively multiplayer online game. In CSCW '04: 
																	Proceedings of the 2004 ACM conference on Computer supported cooperative work, 
																pages 360-369. ACM Press, 2004. (doi:10.1145/1031607.1031667)
																
																
 - [Chang and chang Feng, 2003]
																	
 - 
																		Francis Chang and Wu chang Feng. Modeling player session times of on-line 
																		games. In NetGames '03: Proceedings of the 2nd Workshop on Network and System 
																			Support for Games, pages 23-26. ACM Press, 2003. (doi:10.1145/963900.963902)
																		
																		
 - [Henderson, 2001]
																			
 - 
																				Tristan Henderson. Latency and user behaviour on a multiplayer game server. In 
																					Proceedings of the Third International COST Workshop (NGC 2001), 
																				pages 1-13. Springer-Verlag, 2001.
																				
																				
 - [Henderson and Bhatti, 2001]
																					
 - 
																						Tristan Henderson and Saleem Bhatti. Modelling user behaviour in networked 
																						games. In MULTIMEDIA '01: Proceedings of the Ninth ACM International 
																							Conference on Multimedia, pages 212-220. ACM Press, 2001. (doi:10.1145/500141.500175)
																						
																						
 - [Manninen, 2001a]
																							
 - 
																								Tony Manninen. 
																									Rich interaction in the context of networked virtual environments - experiences 
																									gained from the multi-player games domain. In Proceedings of 
																									IHM-HCI'2001, pages 383-398, Lille, France, September 2001.
																								
																								
 - [Manninen, 2001b]
																									
 - 
																										Tony Manninen. 
																											Virtual Team Interactions in Networked Multimedia Games - Case: Counter-Strike 
																											- Multi-player 3D Action Game. In Proceedings of the 4th Annual 
																											International Workshop on Presence (PRESENCE 2001), Philadephia, PA, 
																										May 2001.
																										
																										
 - [Manninen, 2000]
																											
 - 
																												Tony Manninen. 
																													Interaction in networked virtual environments as communicative action - social 
																													theory and multi-player games. In Proceedings of the Sixth 
																													International Workshop on Groupware (CRIWG2000), pages 154-157, 
																												Madeira, Portugal, October 2000.
																												
																												
 - [John and Vera, 1992]
																													
 - 
																														Bonnie E. John and Alonso H. Vera. A GOMS analysis of a graphic, 
																														machine-paced, highly interactive task. In Proceedings of the CHI '92 
																															Conference on Human factors in computing systems, pages 251-258, 
																														Monterey, CA, May 1992.
																														
																														
 - [Yee]
																															
 - 
																																Nick Yee. The Daedalus project.
																																
																															
 
													  
													    
													 
														- [Chen et al., 2006]
															
 - 
																Kuan-Ta Chen, Polly Huang, Guo-Shiuan Wang, Chun-Ying Huang, and Chin-Laung 
																Lei. On the sensitivity of 
																	online game playing time to network QoS. In Proceedings of IEEE 
																	INFOCOM'06, Barcelona, Spain, April 2006.
																
																
 - [Aggarwal et al., 2004]
																	
 - 
																		Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, and Sampath 
																		Rangarajan. Accuracy in dead-reckoning based distributed multi-player games. In 
																			Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, pages 
																		161-165, New York, NY, USA, 2004. ACM Press. (doi:10.1145/1016540.1016559)
																		
																		
 - [Armitage and Stewart, 2004]
																			
 - 
																				Grenville Armitage and Lawrence Stewart. Some thoughts on emulating jitter for 
																				user experience trials. In Proceedings of ACM SIGCOMM 2004 workshops on 
																					NetGames '04, pages 157-160, New York, NY, USA, 2004. ACM Press. (doi:10.1145/1016540.1016558)
																				
																				
 - [Beigbeder et al., 2004]
																					
 - 
																						Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, and 
																						Mark Claypool. The effects of loss and latency on user performance in Unreal 
																						Tournament 2003. In NetGames '04: Proceedings of the 3nd Workshop on Network 
																							and System Support for Games, pages 144-151. ACM Press, 2004. (doi:10.1145/1016540.1016556)
																						
																						
 - [Nichols and Claypool, 2004]
																							
 - 
																								James Nichols and Mark Claypool. The effects of latency on online madden NFL 
																								football. In NOSSDAV '04: Proceedings of the 14th International Workshop on 
																									Network and Operating Systems Support for Digital Audio and Video, 
																								pages 146-151. ACM Press, 2004. (doi:10.1145/1005847.1005879)
																								
																								
 - [Quax et al., 2004]
																									
 - 
																										Peter Quax, Patrick Monsieurs, Wim Lamotte, Danny De Vleeschauwer, and 
																										Natalie Degrande. Objective and subjective evaluation of the influence of small 
																										amounts of delay and jitter on a recent first person shooter game. In Proceedings 
																											of ACM SIGCOMM 2004 workshops on NetGames '04, pages 152-156. ACM 
																										Press, 2004. (doi:10.1145/1016540.1016557)
																										
																										
 - [Smed et al., 2004]
																											
 - 
																												Jouni Smed, Henrik Niinisalo, and Harri Hakonen. Realizing bullet time effect 
																												in multiplayer games with local perception filters. In Proceedings of ACM 
																													SIGCOMM 2004 workshops on NetGames '04, pages 121-128, New York, NY, 
																												USA, 2004. ACM Press. (doi:10.1145/1016540.1016551)
																												
																												
 - [Armitage, 2003]
																													
 - 
																														G.J. Armitage. An experimental estimation of latency sensitivity in multiplayer 
																														Quake 3. In 11th IEEE International Conference on Networks (ICON 2003), 
																														2003.
																														
																														
 - [Henderson and Bhatti, 2003]
																															
 - 
																																Tristan Henderson and Saleem Bhatti. Networked games: a QoS-sensitive 
																																application for QoS-insensitive users? In RIPQoS '03: Proceedings of the ACM 
																																	SIGCOMM Workshop on Revisiting IP QoS, pages 141-147. ACM Press, 
																																2003. (doi:10.1145/944592.944601)
																																
																																
 - [Jehaes et al., 2003]
																																	
 - 
																																		Tom Jehaes, Danny De Vleeschauwer, Toon Coppens, Bart Van Doorselaer, 
																																		Eva Deckers, W. Naudts, K. Spruyt, and R. Smets. Access network 
																																		delay in networked games. In NETGAMES '03: Proceedings of the 2nd workshop on 
																																			Network and system support for games, pages 63-71, New York, NY, 
																																		USA, 2003. ACM Press. (doi:10.1145/963900.963906)
																																		
																																		
 - [Oliveira and Henderson, 2003]
																																			
 - 
																																				Manuel Oliveira and Tristan Henderson. What online gamers really think of the 
																																				internet? In NETGAMES '03: Proceedings of the 2nd workshop on Network and 
																																					system support for games, pages 185-193, New York, NY, USA, 2003. 
																																				ACM Press. (doi:10.1145/963900.963918)
																																				
																																				
 - [Sheldon et al., 2003]
																																					
 - 
																																						Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, and Emmanuel Agu. The 
																																						effect of latency on user performance in Warcraft III. In NetGames '03: 
																																							Proceedings of the 2nd Workshop on Network and System Support for Games, 
																																						pages 3-14. ACM Press, 2003. (doi:10.1145/963900.963901)
																																						
																																						
 - [Pantel and Wolf, 2002a]
																																							
 - 
																																								Lothar Pantel and Lars C. Wolf. On the impact of delay on real-time 
																																								multiplayer games. In Proceedings of the 12th International Workshop on 
																																									Network and Operating System Support for Digital Audio and Video (NOSSDAV), 
																																								Miami Beach, FL, May 2002.
																																								
																																								
 - [Pantel and Wolf, 2002b]
																																									
 - 
																																										Lothar Pantel and Lars C. Wolf. On the impact of delay on real-time 
																																										multiplayer games. In NOSSDAV '02: Proceedings of the 12th International 
																																											Workshop on Network and Operating Systems Support for Digital Audio and Video, 
																																										pages 23-29. ACM Press, 2002. (doi:10.1145/507670.507674)
																																										
																																										
 - [Pantel and Wolf, 2002c]
																																											
 - 
																																												Lothar Pantel and Lars C. Wolf. On the suitability of dead reckoning 
																																												schemes for games. In NETGAMES '02: Proceedings of the 1st workshop on 
																																													Network and system support for games, pages 79-84. ACM Press, 2002. 
																																												(doi:10.1145/566500.566512)
																																												
																																												
 - [Bernier, 2001]
																																													
 - 
																																														Yahn W. Bernier. Latency 
																																															compensating methods in client/server in-game protocol design and optimization. 
																																														In Proceedings of the 15th Games Developers Conference, San Jose, 
																																														CA, March 2001.
																																														
																																														
 - [Blow, 1998]
																																															
 - 
																																																Jonathan Blow. A look at 
																																																	latency in networked games. Game Developer, 5(7):28-40, 
																																																July 1998.
																																																
																																																
 - [Cheshire, 1996]
																																																	
 - 
																																																		Stuart Cheshire. Latency 
																																																			and the quest for interactivity, November 1996. White paper 
																																																		commissioned by Volpe Welty Asset Management, L.L.C., for the Synchronous 
																																																		Person-to-Person Interactive Computing Environments Meeting.
																																																		
																																																	
 
													  
													    
													 
														- [Pack et al., 2002]
															
 - 
																Sangheon Pack, Eunsil Hong, Yanghee Choi, llkyu Park, Jong-Sung Kim, and 
																D. Ko. Game transport protocol: lightweight reliable transport protocol 
																for massive interactive on-line game. In Proceedings of the SPIE, 
																volume 4861, pages 83-94, 2002.
																
																
 - [Mauve et al., 2001]
																	
 - 
																		Martin Mauve, Volker Hilt, Christoph Kuhmünch, and Wolfgang Effelsberg. RTP/I - 
																		toward a common application level protocol for distributed interactive media. 
																			IEEE Transactions on Multimedia, 2001.
																		
																		
 - [Gautier et al., 1999]
																			
 - 
																				L. Gautier, C. Diot, and J. Kurose. End-to-end transmission 
																				control mechanisms for multiparty interactive applications in the internet. In 
																					IEEE INFOCOM'99, New York, NY, March 1999.
																				
																			
 
													  
													    
													 
														- [Dickey et al., 2005]
															
 - 
																Chris Gauthier Dickey, Virginia Lo, and Daniel Zappala. Using n-trees for 
																scalable event ordering in peer-to-peer games. In NOSSDAV'05: Proceedings of 
																	the international workshop on Network and operating systems support for digital 
																	audio and video, pages 87-92. ACM Press, 2005. (doi:10.1145/1065983.1066005)
																
																
 - [John and Levine, 2005]
																	
 - 
																		Aaron St. John and Brian Neil Levine. Supporting p2p gaming when 
																		players have heterogeneous resources. In NOSSDAV'05: Proceedings of the 
																			international workshop on Network and operating systems support for digital 
																			audio and video, pages 1-6. ACM Press, 2005. (doi:10.1145/1065983.1065985)
																		
																		
 - [Morillo et al., 2005]
																			
 - 
																				Pedro Morillo, Juan M. Ordu na, Marcos Fernández, and José Duato. 
																					Improving the performance of distributed virtual environment systems. 
																					IEEE Trans. Parallel Distrib. Syst., 16(7):637-649, 2005.
																				
																				
 - [Yu and Vuong, 2005]
																					
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																						Anthony (Peiqun) Yu and Son T. Vuong. MOPAR: a mobile peer-to-peer 
																						overlay architecture for interest management of massively multiplayer online 
																						games. In NOSSDAV'05: Proceedings of the International Workshop on Network 
																							and Operating Systems Support for Digital Audio and Video, pages 
																						99-104. ACM Press, 2005. (doi:10.1145/1065983.1066007)
																						
																						
 - [Dickey et al., 2004]
																							
 - 
																								Chris Gauthier Dickey, Daniel Zappala, Virginia Lo, and James Marr. Low 
																								latency and cheat-proof event ordering for peer-to-peer games. In NOSSDAV 
																									'04: Proceedings of the 14th international workshop on Network and operating 
																									systems support for digital audio and video, pages 134-139. ACM 
																								Press, 2004. (doi:10.1145/1005847.1005877)
																								
																								
 - [Hu and Liao, 2004]
																									
 - 
																										Shun-Yun Hu and Guan-Ming Liao. Scalable peer-to-peer networked virtual 
																										environment. In Proceedings of ACM SIGCOMM 2004 workshops on NetGames '04, 
																										pages 129-133. ACM Press, 2004. (doi:10.1145/1016540.1016552)
																										
																										
 - [Iimura et al., 2004]
																											
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																												Takuji Iimura, Hiroaki Hazeyama, and Youki Kadobayashi. Zoned federation of 
																												game servers: a peer-to-peer approach to scalable multi-player online games. In 
																													Proceedings of ACM SIGCOMM 2004 Workshops on NetGames '04, pages 
																												116-120. ACM Press, 2004. (doi:10.1145/1016540.1016549)
																												
																												
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																														Bjorn Knutsson, Honghui Lu, Wei Xu, and Bryan Hopkins. Peer-to-peer support for 
																														massively multiplayer games. In Proceedings of IEEE INFOCOM'04, 
																														Hong Kong, China, March 2004.
																														
																														
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																																Honghui Lu, Bjorn Knutsson, Margaret Delap, John Fiore, and Baohua Wu. 
																																	The design of synchronization mechanisms for peer-to-peer massively multiplayer 
																																	games. Technical Report Penn CIS Tech Report MS-CIS-04-xy.pdf, Computer 
																																and Information Science, University of Pennsylvania, 2004.
																																
																																
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																																		S. Rooney, D. Bauer, and R. Deydier. A federated peer-to-peer 
																																		network game architecture. IEEE Commun. Mag., 42(5):114-122, 2004.
																																		
																																		
 - [Keller and Simon, 2003]
																																			
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																																				Joaquín Keller and Gwendal Simon. Solipsis: a massively multi-participant 
																																				virtual world. In Proc. Int. Conf. Parallel and Distributed Techniques and 
																																					Applications (PDPTA 2003), pages 262-268. CSREA Press, 2003. (doi:adept/membres/gwendal/pdpta03-kellerSimon.pdf)
																																				
																																				
 - [Kawahara et al., 2002]
																																					
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																																						Y. Kawahara, H. Morikawa, and T. Aoyama. A peer-to-peer message 
																																						exchange scheme for large scale networked virtual environments. In Proc. of 
																																							8th IEEE Int. Conf. on Communications Systems (ICCS 2002), 2002.
																																						
																																						
 - [Lui and Chan, 2002]
																																							
 - 
																																								John C. S. Lui and M. F. Chan. An efficient partitioning algorithm 
																																								for distributed virtual environment systems. IEEE Trans. Parallel Distrib. 
																																									Syst., 13(3):193-211, 2002. (doi:10.1109/71.993202)
																																								
																																							
 
													  
													    
													 
														- [Chen et al., 2005]
															
 - 
																Jin Chen, Baohua Wu, Margaret Delap, Bjorn Knutsson, Honghui Lu, and Cristiana 
																Amza. Locality aware 
																	dynamic load management for massively multiplayer games. In ACM 
																	SIGPLAN Symposium on Principles and Practice of Parallel Programming (PPoPP). 
																ACM Press, June 2005.
																
																
 - [Vleeschauwer et al., 2005]
																	
 - 
																		Bart De Vleeschauwer, Bruno Van Den Bossche, Tom Verdickt, 
																		Filip De Turck, Bart Dhoedt, and Piet Demeester. Dynamic microcell 
																		assignment for massively multiplayer online gaming. In NETGAMES '05: 
																			Proceedings of the 4th Workshop on Network and System Support for Games, 
																		2005.
																		
																		
 - [Lee et al., 2004]
																			
 - 
																				Kang-Won Lee, Bong-Jun Ko, and Seraphin Calo. Adaptive server selection for 
																				large scale interactive online games. In NOSSDAV '04: Proceedings of the 14th 
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