Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text , moving image , animation , video and audio . Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.
66-490: The Mobile Emergency Alert System (M-EAS) is an information distribution system that utilizes existing digital television spectrum and towers to provide information in emergency situations using rich media . The system can push text, web pages, and video to compatible equipment, such as mobile DTV devices. M-EAS is different than existing 90-character Wireless Emergency Alerts (WEA) available to cellphones , as it allows video, audio, photos and graphics, too. Proponents of
132-451: A 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for physically interacting within the virtual world in an intuitive way with little to no abstraction and an omnidirectional treadmill for more freedom of physical movement allowing the user to perform locomotive motion in any direction. Augmented reality (AR)
198-452: A 90-degree field of vision that was previously unseen in the consumer market at the time. Luckey eliminated distortion issues arising from the type of lens used to create the wide field of vision using software that pre-distorted the rendered image in real-time. This initial design would later serve as a basis from which the later designs came. In 2012, the Rift is presented for the first time at
264-413: A PC-powered virtual reality headset that same year. In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept
330-520: A collection of essays, Le Théâtre et son double . The English translation of this book, published in 1958 as The Theater and its Double , is the earliest published use of the term "virtual reality". The term " artificial reality ", coined by Myron Krueger , has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala , a 1982 novel by Damien Broderick . Widespread adoption of
396-593: A critical role in building relationships. Organizations also use interactive media to go further than basic marketing and develop more positive behavioral relationships. The use of interactive media, alongside immersive media, also has the additional benefit to providing further realism to creating relational bonds in virtual settings. Through the use of this technology, new types of relationships can be formed as well as strengthening preexisting ones. Interactive media has given way to new distractions which can lead to public safety issues. Digital distractions are heightened by
462-437: A daily basis is Delta Airlines 's "Photon Shower". This device was developed as a collaboration between Delta Airlines and Professor Russell Foster of Cambridge University . The device is designed to reduce the effect of jet lag on customers that often take long flights across time zones. The interactivity is evident because of how it solves this problem. By observing what time zones a person has crossed and matching those to
528-459: A real video. Users can select their own type of participation based on the system capability. In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, including robot navigation, construction modeling, and airplane simulation. Image-based virtual reality systems have been gaining popularity in computer graphics and computer vision communities. In generating realistic models, it
594-461: A service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010. In 2010, Palmer Luckey designed the first prototype of the Oculus Rift . This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted
660-503: A stereoscopic image with a field-of-view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth ( field of view ) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's Ames Research Center in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation) by Scott Fisher . The LEEP system provides
726-473: A story aloud and highlighted words and phrases as they were spoken were beneficial for children with lower reading abilities. Children have different styles of learning, and interactive media helps children with visual, verbal, auditory, and tactile learning styles. Furthermore, studies conducted using interactive, immersive media (such as virtual reality ) has proven effects on the educational impacts of students diagnosed with autism spectrum disorder. Through
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#1732781066541792-428: A unique problem or set of problems. Interactive media is not limited to a professional environment, it can be used for any technology that responds to user actions. This can include the use of JavaScript and AJAX in web pages, but can also be used in programming languages or technology that has similar functionality. One of the most recent innovations to use interactivity that solves a problem that individuals have on
858-569: A virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback , but may also allow other types of sensory and force feedback through haptic technology . " Virtual " has had
924-637: A virtual environment. This addresses a key risk area in rotorcraft operations, where statistics show that around 20% of accidents occur during training flights. In 2022, Meta released the Meta Quest Pro . This device utilised a thinner, visor-like design that was not fully enclosed, and was the first headset by Meta to target mixed reality applications using high-resolution colour video passthrough. It also included integrated face and eye tracking , pancake lenses , and updated Touch Pro controllers with on-board motion tracking. In 2023, Sony released
990-468: A year later) initially required users to log in with a Facebook account in order to use the new headset. In 2021 the Oculus Quest 2 accounted for 80% of all VR headsets sold. In 2021, EASA approved the first Virtual Reality-based Flight Simulation Training Device. The device, made by Loft Dynamics for rotorcraft pilots, enhances safety by opening up the possibility of practicing risky maneuvers in
1056-408: Is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera live feed into a headset or smartglasses or through a mobile device giving
1122-454: Is essential to accurately register acquired 3D data; usually, a camera is used for modeling small objects at a short distance. Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized VR positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make
1188-436: Is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes." In 1968, Harvard Professor Ivan Sutherland , with the help of his students including Bob Sproull , created what was widely considered to be the first head-mounted display system for use in immersive simulation applications, called The Sword of Damocles . It
1254-860: Is instead branded as a “ spatial computer ”. In 2024, the Federal Aviation Administration approved its first virtual reality flight simulation training device: Loft Dynamics' virtual reality Airbus Helicopters H125 FSTD —the same device EASA qualified. As of September 2024, Loft Dynamics remains the only VR FSTD qualified by EASA and the FAA. Modern virtual reality headset displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, body, and hand positions ; small HD screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and led to
1320-485: Is one demonstrated way in which interactive media is able to meet commercial needs and provide alternative revenue for business. Studies show that through the use of immersive, interactive media business are expected greater marketing impacts. Media in which information is provided in interactive means. An example would be Geographic Information Systems , like those built upon the ArcGIS framework which provides users with
1386-418: Is one of the key technologies in the reality-virtuality continuum . As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality . Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds and other sensations that simulate a user's physical presence in
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#17327810665411452-441: Is that it is mutual: user and machine each take an active role. Most interactive computing systems are for some human purpose and interact with humans in human contexts. Interactive media are an instance of a computational method influenced by the sciences of cybernetics, autopoiesis and system theories, and challenging notions of reason and cognition, perception and memory, emotions and affection. Any form of interface between
1518-553: The E3 video game trade show by John Carmack . In 2014, Facebook (later Meta) purchased Oculus VR for what at the time was stated as $ 2 billion but later revealed that the more accurate figure was $ 3 billion. This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014. ZeniMax , Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;
1584-728: The Meta Quest 3 , the successor to the Quest 2. It features the pancake lenses and mixed reality features of the Quest Pro, as well as an increased field of view and resolution compared to Quest 2. In 2024, Apple released the Apple Vision Pro . The device is a fully enclosed mixed reality headset that strongly utilises video passthrough. While some VR experiences are available on the device, it lacks standard VR headset features such as external controllers or support for OpenXR and
1650-632: The PlayStation VR ), a virtual reality headset for the PlayStation 4 video game console. The Chinese headset AntVR was released in late 2014; it was briefly competitive in the Chinese market but ultimately unable to compete with the larger technology companies. In 2015, Google announced Cardboard , a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark
1716-468: The PlayStation VR2 , a follow-up to their 2016 headset. The device includes inside-out tracking, eye-tracked foveated rendering , higher-resolution OLED displays, controllers with adaptive triggers and haptic feedback, 3D audio , and a wider field of view. While initially exclusive for use with the PlayStation 5 console, a PC adapter is scheduled for August 2024. Later in 2023, Meta released
1782-497: The Power Glove , an early affordable VR device, released in 1989. That same year Broderbund 's U-Force was released. Atari, Inc. founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the video game crash of 1983 . However, its hired employees, such as Scott Fisher , Michael Naimark , and Brenda Laurel , kept their research and development on VR-related technologies. In 1988,
1848-673: The Sega VR headset for the Mega Drive home console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head. In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR arcade at Embarcadero Center . Costing up to $ 73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of
1914-527: The Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device . Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use... The spectator
1980-712: The VR-1 motion simulator ride attraction in Joypolis indoor theme parks, as well as the Dennou Senki Net Merc arcade game . Both used an advanced head-mounted display dubbed the "Mega Visor Display" developed in conjunction with Virtuality; it was able to track head movement in a 360-degree stereoscopic 3D environment, and in its Net Merc incarnation was powered by the Sega Model 1 arcade system board . Apple released QuickTime VR , which, despite using
2046-627: The Valve Index . Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-handed controllers which allow for individual finger tracking, front facing cameras, and a front expansion slot meant for extensibility. In 2020, Oculus released the Oculus Quest 2 , later renamed the Meta Quest 2. Some new features include a sharper screen, reduced price, and increased performance. Facebook (which became Meta
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2112-449: The end user / audience and the medium may be considered interactive. Interactive media is not limited to electronic media or digital media. Board games , pop-up books , flip books and constellation wheels are all examples of printer interactive media. Books with a simple table of contents or index may be considered interactive due to the non-linear control mechanism in the medium, but are usually considered non-interactive since
2178-416: The stereoscope invented by Sir Charles Wheatstone were both precursors to virtual reality. The first references to the more modern-day concept of virtual reality came from science fiction . Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed
2244-413: The virtual fixtures system at the U.S. Air Force 's Armstrong Labs using a full upper-body exoskeleton , enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch. By July 1994, Sega had released
2310-466: The 2012 Oculus Rift Kickstarter offering the first independently developed VR headset. Independent production of VR images and video has increased alongside the development of affordable omnidirectional cameras , also known as 360-degree cameras or VR cameras, that have the ability to record 360 interactive photography , although at relatively low resolutions or in highly compressed formats for online streaming of 360 video . In contrast, photogrammetry
2376-682: The Cyberspace Project at Autodesk was the first to implement VR on a low-cost personal computer. The project leader Eric Gullichsen left in 1990 to found Sense8 Corporation and develop the WorldToolKit virtual reality SDK, which offered the first real time graphics with Texture mapping on a PC, and was widely used throughout industry and academia. The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, Computer Gaming World predicted "affordable VR by 1994". In 1991, Sega announced
2442-554: The adults to believe that it distracts children more than it benefits them. The media which allows several geographically remote users to interact synchronously with the media application/system is known as Distributed Interactive Media. Some common examples of this type of Media include Online Gaming, Distributed Virtual Environment, Whiteboards which are used for interactive conferences and many more. Interactive medias assist in commercial ventures, such as those incorporating media using virtual and augmented technologies. Virtual tours
2508-540: The advent of more and more powerful machines the limit to what can be input and manipulated on a display in real time is become virtually non-existent. Virtual reality Virtual reality ( VR ) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games ), education (such as medical, safety or military training) and business (such as virtual meetings). VR
2574-431: The basic known sleep cycles of the individual, the machine is able to predict when a person's body is expecting light, and when it is expecting darkness. It then stimulates the individual with the appropriate light source variations for the time, as well as an instructional card to inform them of what times their body expects light and what times it expects darkness. Growth of interactive media continues to advance today, with
2640-749: The basis for most of the modern virtual reality headsets. By the late 1980s, the term "virtual reality" was popularized by Jaron Lanier , one of the modern pioneers of the field. Lanier had founded the company VPL Research in 1984. VPL Research has developed several VR devices like the DataGlove , the EyePhone, the Reality Built For Two (RB2), and the AudioSphere. VPL licensed the DataGlove technology to Mattel , which used it to make
2706-446: The consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and Fresnel lenses . HTC and Valve announced the virtual reality headset HTC Vive and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light. In 2014, Sony announced Project Morpheus (its code name for
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2772-418: The driver the impression of actually driving a vehicle by predicting vehicular motion based on the driver's input and providing corresponding visual, motion, and audio cues. With avatar image -based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment in the form of either a conventional avatar or
2838-572: The first "immersive" VR experiences. That same year, Carolina Cruz-Neira , Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck , allowing people to see their own bodies in relation to others in
2904-492: The first artist to produce navigable virtual worlds at NASA 's Jet Propulsion Laboratory (JPL) from 1977 to 1984. The Aspen Movie Map , a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons ), was created at MIT in 1978. In 1979, Eric Howlett developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created
2970-618: The first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space. A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset. In 2019, Oculus released the Oculus Rift S and a standalone headset, the Oculus Quest . These headsets utilized inside-out tracking compared to external outside-in tracking seen in previous generations of headsets. Later in 2019, Valve released
3036-509: The following: All of the prior elements contributed in the development of the main hardware and software systems used in interactive media. Though the word media is plural, the term is often used as a singular noun. Interactive media is related to the concepts interaction design , new media , interactivity , human computer interaction , cyberculture , digital culture , interactive design , and can include augmented reality and virtual reality . An essential feature of interactivity
3102-459: The impact that it will have on their family lives. This is not necessarily because they are opposed to technology, but because they fear that it will lessen the time that they get to spend with their children. Studies have shown that although interactive media is able to connect families together when they are unable to physically, the dependence on these media also continues to persist even when there are opportunities for family time, which often leads
3168-527: The industry, displaying mass examples of interactive medias and their impacts such as those in the Digital Humanities space where interactive media was able to be used for research purposes. Interactive media can be implemented using a variety of platforms and applications that use technology. Some examples include mobile platforms such as touch screen smartphones and tablets, as well as other interactive mediums that are created exclusively to solve
3234-632: The majority of the user experience is non-interactive reading. Interactive media is helpful in the four development dimensions in which young children learn: social and emotional, language development, cognitive and general knowledge, and approaches toward learning. Using computers and educational computer software in a learning environment helps children increase communication skills and their attitudes about learning. Children who use educational computer software are often found using more complex speech patterns and higher levels of verbal communication. A study found that basic interactive books that simply read
3300-452: The meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s. The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software " since 1959. In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in
3366-465: The means to interact with locational data in various ways such as collecting, storing and manipulating. A couple of basic examples of interactive media are websites and mobile applications. Websites, especially social networking websites provide the interactive use of text and graphics to its users, who interact with each other in various ways such as chatting, posting a thought or picture and so forth. The ImmersiveMe convention brings together those in
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#17327810665413432-577: The mobile digital TV standard. WRAL-TV in Raleigh, North Carolina, was the first commercial broadcaster in the United States to demonstrate the system in 2012. A similar system in Japan is credited with saving many lives ahead of the 2011 Tōhoku earthquake and tsunami . Rich media Interactive media is a method of communication in which the output from the media comes from the input of
3498-607: The necessity for user input and response to media requests. Smartphones are a prevalent form of interactive media, and their excessive use can lead to bedtime procrastination . Mobile phone use that keeps individuals up at night causes adverse health effects such as fatigue and headaches. The introduction of interactive media has greatly affected the lives and inner workings of families, with many family activities having integrated with technology quite seamlessly, allowing both children and parents to adapt to it as they see fit. However, parents have also become increasingly worried about
3564-431: The room. Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals. In 1992, Nicole Stenger created Angels , the first real-time interactive immersive movie where the interaction was facilitated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg created
3630-498: The technology point to modern reliance on mobile communication technologies and failures of the cellular network due to overload, power outage or other emergency-related damage. M-EAS does not rely on the network of cellular towers, instead making use of existing digital television broadcast equipment. M-EAS is being standardized by the Advanced Television Systems Committee as part of ATSC-M/H ,
3696-587: The term "VR", was unable to represent virtual reality, and instead displayed 360-degree interactive panoramas . Nintendo 's Virtual Boy console was released in 1995. A group in Seattle created public demonstrations of a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson. Forte released the VFX1 ,
3762-411: The term "virtual reality" in the popular media is attributed to Jaron Lanier , who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research , and the 1992 film Lawnmower Man , which features use of virtual reality systems. One method of realizing virtual reality is through simulation -based virtual reality. For example, driving simulators give
3828-967: The use of additional sensors and specialized equipment, immersive medias have been questioned on their effectiveness to include students who may be considered neurodivergent . Interactive media can often be considered as highly stimulating, which raised concerns for overstimulation and potential triggers of reaction for particular students. Interactive media has also been used under multiple professions to provide training opportunities, such as its use in medical training and education. Interactive media makes technology more intuitive to use. Interactive products such as smartphones, iPad's/iPod's, interactive whiteboards and websites are all easy to use. The easy usage of these products encourages consumers to experiment with their products rather than reading instruction manuals. Interactive media promotes dialogic communication. This form of communication allows senders and receivers to build long term trust and cooperation. This plays
3894-475: The user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision , limiting the user's ability to know what is happening around them. A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution OLED or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering
3960-625: The user the ability to view three-dimensional images. Mixed reality (MR) is the merging of the real world and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. A cyberspace is sometimes defined as a networked virtual reality. Simulated reality is a hypothetical virtual reality as truly immersive as the actual reality , enabling an advanced lifelike experience or even virtual eternity. The development of perspective in Renaissance European art and
4026-418: The users. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds interaction and brings interesting features to the system for better enjoyment. The analogue videodisc developed by NV Philips was the pioneering technology for interactive media. Additionally, there are several elements that encouraged the development of interactive media including
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#17327810665414092-445: The verdict was in favour of ZeniMax, settled out of court later. In 2013, Valve discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible. This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with
4158-513: Was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $ 150,000 in contributions. Also in 2015, Razer unveiled its open source project OSVR . By 2016, there were at least 230 companies developing VR-related products. Amazon , Apple, Facebook, Google, Microsoft , Sony and Samsung all had dedicated AR and VR groups. Dynamic binaural audio
4224-470: Was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame rate that images were still identifiable as virtual. In 2016, HTC shipped its first units of the HTC Vive SteamVR headset. This marked
4290-536: Was later adapted into the personal computer-based, 3D virtual world program Second Life . The 2000s were a period of relative public and investment indifference to commercially available VR technologies. In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production ( Maurice Benayoun , David Nahon), Barco, and Clarté. It was installed in Laval , France. The SAS library gave birth to Virtools VRPack. In 2007, Google introduced Street View ,
4356-639: Was primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling, which gave the device a formidable appearance and inspired its name. Technically, the device was an augmented reality device due to optical passthrough. The graphics comprising the virtual environment were simple wire-frame model rooms. The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990. David Em became
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