安

安藤タケル

作品コレクション
AI artwork
安
no humans, scenery, vast abandoned machinery hall deep inside a megastructure, dead industrial machines the size of office buildings, turbine housings, valve clusters, pressure tanks, riveted plates bolted to the floor and walls, rust streaks bleeding into ink darkness, cable bundles snaking across the floor and up the walls in tangled rivers, cables entering machines through open panels with splayed ends, elevator shafts as black rectangular mouths in the far wall, guide rails glinting in thin pale light, high grates casting pale light, volumetric haze, oppressive industrial scale, dense ink linework, high-contrast black and white manga shading, monochrome grayscale, film grain, wide shot, from below, dutch angle, one-point perspective, vanishing point centered on the elevator mouths, extreme depth of field, heavy shadow, dead stillness The camera sits low on the hall floor and tilts up, a wide shot in slight dutch angle with one-point perspective whose vanishing point sits dead center on the far elevator mouths, so every line of the hall converges there and the machines lean in over the viewer. In the foreground, bottom left, a toppled cable bundle lies thick as a fallen tree, its severed ends splayed open on the riveted floor plates, individual strands fanned and flattened. Midground right, a turbine housing the size of an office block rests on a bolted plinth, its casing split along a seam, and a valve cluster crowds beside it, handwheels at three heights, each wheel locked at a different angle as though abandoned mid-turn. Midground left, a pressure tank stands on stubby legs, its riveted plates running in horizontal bands, rust bleeding from every seam in long vertical streaks that thin into the ink darkness below the tank's shadow line. Cable rivers cross the floor between them, bending around bolt heads, climbing the wall in tangled vertical runs, and one bundle dives into an open panel on the turbine's flank, ends splayed against the inner darkness. The far wall is punched with three elevator shafts, black rectangular mouths stacked in a vertical rank, and their guide rails catch a thin pale glint along one edge each. High above, grates in the ceiling admit thin pale shafts of light that drop through the volumetric haze in soft cones, striking the top faces of the tanks and the upper rims of the valve wheels while the undersides and the floor between the light pools stay near-solid black. The palette is grayscale only, black ink and white paper with the rust streaks reading as the densest, darkest gray, and the haze softening every distant edge into fog. High grates are the only light source; beyond their cones the darkness is total. Haze drifts in the light shafts and stands still, dust suspended and never falling. Dense crosshatched ink linework with high-contrast manga shading and a fine film grain over everything; the hall reads as a cave hollowed from dead metal. Oppressive, silent.
Nov 11, 2026 8:26 AM
AI artwork
安
vertical composition, extreme upward view, no humans, endless vertical megastructure tower, titanic pillar of layered armor-plated sections, girders and pipe housings, straight vertical axis, top disappearing into solid darkness, base lost below out of frame, skeletal ruined city levels, walkways clinging at odd angles, spindly bridges, thick drooping cables, decayed empty structures, fine white cross-hatching, dense ink linework, high-contrast black and white manga shading, deep matte black negative space, faint pale glow rimming the pillar's edges from below, monochrome grayscale, film grain, detailed digital painting, cinematic post-apocalyptic concept art, oppressive scale An extreme low upward view: the camera sits somewhere on the structure itself, tilted so the whole frame is swallowed by a single titanic pillar driving vertically from the bottom edge to the top edge, its axis perfectly straight and slightly right of frame centre. The pillar is the only mass in the image, and its surface is read as stacked layered armor plates -- horizontal courses of thick plating overlapping shinglewise up the shaft, each course casting a thin black shadow line onto the course beneath, broken by long vertical girders bolted across the seams and clusters of cylindrical pipe housings that run the full height, their collars and flange rings repeating and shrinking as perspective compresses them towards the top. Fine white cross-hatching is incised across every plate face and girder flank, tight parallel strokes in the shadowed overlap and looser crossed hatching on the light-catching bevels, so the metal reads as densely inked rather than smooth. The top of the pillar does not end: the shaft narrows, its detail dissolves into denser line, and then it is simply cut off by a solid slab of untouched matte black that fills the upper fifth of the frame with no gradient at all. The base is equally unresolved -- the bottom edge crops the tower mid-course, plates and pipes vanishing off-frame below, so that the structure extends past the image on both ends. Around the shaft, skeletal ruined city levels cling at odd angles: flat decks of shattered floor plates jut from the pillar and tilt at inconsistent degrees, some angled up, some sagging downward, their slab edges ragged and spalled, windows punched as empty black rectangles with no interiors behind them. Spindly bridges span the gaps between these decks, thin truss spines with their handrails broken away, several of them stopping in mid-air where the far deck has collapsed. Thick drooping cables hang in slung catenary loops between the decks and around the pillar's circumference, sagging deep and gathering in tangles at the lower left, and every loop catches a hairline highlight along its top curve. All of it is decayed and empty -- no light in any window, no figure, no vehicle, nothing moving. Light comes only from somewhere far below the frame: a faint pale glow rims the pillar's edges from below, climbing the lower plates as a thin bright contour along the left and right silhouettes of the shaft and dying out about two-thirds of the way up, so the upper shaft goes fully black-edged. The glow is dim and cold grey-white, strongest on the undersides of the lowest visible decks and on the down-facing half of every pipe collar, and it never spills into the surrounding space. Everything not touched by that rim light -- the voids between the decks, the undersides of the bridges, all negative space around the structure -- is deep matte black, flat and unmodulated, so the inked structure appears to be carved out of a void rather than lit inside a room. The overhead decks cast hard shadow onto the decks below them, and the shadow lines are pure black. Palette is monochrome grayscale only, black, white and the mid-greys carried entirely by cross-hatching density, with no colour anywhere. Dense ink linework, high-contrast black and white manga shading, fine film grain across the whole frame, cinematic post-apocalyptic concept art, detailed digital painting. Oppressive, vertiginous stillness.
Nov 11, 2026 8:26 AM
AI artwork
安
no humans, wide shot, low three-quarter angle from a crumbling ledge, machine flank filling the right half of the frame, extreme scale contrast, colossal buried machine, layered angular armor plates like a beetle carapace, rust streaks, dust streaks, split-open seams, open hatches, dead cable bundles thick as train cars, cables hanging into darkness below, vast ruined subterranean layer-city, tiered ruined floors, ring walls receding into haze, tiny broken towers on ledges, fractured concrete ledge lip in foreground, hairline cracks, trickling grit, pale sourceless glow from mist below, backlit rim light on armor edges, monochrome, grayscale, cold gray tones, shallow haze layers, film grain, cinematic post-apocalyptic concept art, detailed digital painting, vertigo, terrifying scale The camera sits low and close on a fractured concrete ledge that runs from the lower left corner diagonally out of frame, its lip crumbling in a jagged edge with hairline cracks spidering back across the pitted slab and a thin thread of grit trickling over the edge and falling away into the void. Immediately beyond that lip, so near that it crowds the lens, the flank of a colossal buried machine rises through the right half of the frame: enormous angular armor plates layered in overlapping shingles like a beetle's carapace, each plate beveled and chipped, streaked with rust bloom and long vertical curtains of gray dust. Seams between the plates have split open, black gaps with buckled edges, and out of open hatches in the armor dead cable bundles as thick as train cars snake into the open air, some sagging in long catenary loops, others dropping straight down past the ledge and vanishing into the dark below; their sheathing is cracked and flaking, and a few severed ends hang loose with their braided cores splayed. The machine's edge catches a pale sourceless glow rising from the mist beneath it, a cold rim of light that traces the plate edges and the undersides of the hanging cables while the flat faces of the armor stay deep gray, and beyond the silhouette the ruined subterranean layer-city recedes: tier upon tier of collapsed floors and concentric ring walls stacked back into shallow haze layers, tiny broken towers clinging to the ledges on each tier and dwarfed to toys by the machine above them, their spires lost in the murk. Depth reads in the haze only, near tiers crisp, far tiers eaten down to pale silhouettes. The whole image is monochrome in cold grays, dark in the lower void and the split seams, a single narrow value band of glow along the machine's rim, with fine film grain over everything; the falling grit below the ledge lip is the one moving thing that makes the drop measurable. Quiet dread, terrifying scale.
Nov 11, 2026 8:22 AM
AI artwork
安
wide shot, no humans, zero characters, scenery, vast underground chamber, dungeon of stacked building layers, immense tiered rings of ruined floors encircling a central abyss, broken bridges spanning between tiers, collapsed elevator shafts, science fiction megastructure lines repeating level after level into haze, huge mechanical structure coiling through the tiers like a serpent through a corpse, exposed spine and arm of a colossal dormant machine, segmented armored vertebrae larger than houses, severed cables spilling from each joint, machine limb terminating unseen in the deep, abandoned, decaying, dust drifting in pale light from nowhere, bottomless abyss below, darkness above, monochrome, grayscale, cold gray tones, cinematic, post-apocalyptic, overwhelming architectural scale, volumetric fog, detailed digital painting, film grain, from above, wide angle, vanishing point at center, atmospheric perspective The camera sits high on the outer rim of the ruin, tilted steeply down into the well so that the tiered rings read as concentric ellipses marching inward and downward, the nearest ring huge across the frame's lower third and each further ring compressed thinner by perspective until the innermost floors blur into fog and the abyss's edge is lost. The chamber is round and bottomless: ring after ring of ruined floor slabs steps down toward the center, their outer walls stacked like the floors of buried buildings, window voids and corridor mouths cut through the layers in repeating horizontal bands that shrink level after level into gray haze, giving the whole shaft a ribbed, machined regularity. Bridges cross the gaps between tiers — some intact, some snapped with their stubs jutting into empty air and their severed span ends drooping; a collapsed elevator shaft opens in the mid-ring as a vertical slot of buckled guide rails and torn cables, its car fallen away, the shaft's dark throat continuing past the tiers it once served. Nothing moves in the architecture; dust hangs everywhere in the air, fine motes suspended in the pale light and settling only on upward-facing surfaces — the tops of broken slabs and the flat crowns of the vertebrae are furred with gray silt, while the undersides stay bare. The machine dominates the middle and lower frame: an exposed spine of segmented armored vertebrae, each one larger than the buildings it winds past, coiling in a long S between and around the stacked floor layers — up behind one ring, out across the central void, down through a gap where two floors have collapsed, wrapping the tiers like a serpent threaded through a corpse. From every joint a bundle of severed cables spills and hangs slack, some draped over a broken bridge, some dangling into the shaft below, their cut ends frayed and splayed. The arm leaves the spine at the lower left, an armored limb longer than a city block, and its forearm plunges down past the lowest visible ring and is cut off by the fog and the darkness there — its terminus is never shown. Its surfaces are dull, pitted, chipped back to bare metal in patches, dust lying along every horizontal seam of the plates. The single light source comes from high and behind the camera, pale and cold and diffuse, striking the inward face of each ring so the upper edges of the vertebrae and the tops of the slabs catch a thin bright rim while the undersides, the shaft interiors and the whole upper vault fall away into near-black; above the rings the darkness closes absolutely with no ceiling visible, and below the fog the abyss is equally without floor — only the thinning of the light into nothing. The palette is cold gray alone: charcoal in the shadows, mid-gray for the ruined floors, a faintly lighter silver where the light glazes the machine's armor and the drifting dust, no warm tone anywhere. Film grain sits evenly across the frame, heaviest in the fog bands where the tiers dissolve. Detail goes to the near ring's slab edges and the vertebrae of the spine's nearest coil; the far rings are simplified to repeating arched bands without losing their regularity. Silent, crushing, desolate.
Nov 11, 2026 8:22 AM
AI artwork
安
no humans, wide shot, from above, high angle, dutch angle, one-point perspective into the void, warped concrete floor, crumbling broken edge at the bottom of frame, exposed rusted rebar curling out of the fractured concrete lip, severed cables trailing over the side, dead open air beyond the edge, supermassive subterranean cavern, colossal vertical drop, ruined sci-fi tower clusters far below, exposed steel skeletons, kilometer-scale depth, half dissolved in cold haze, endless darkness overhead, volumetric darkness, monochrome grayscale, cold gray palette, film grain, cinematic post-apocalyptic concept art, detailed digital painting, dizzying scale, oppressive silence The camera sits right at the broken corner of a gutted interior floor and looks out and slightly down into the void: the near third of the frame is spent on the floor itself, cast concrete warped into a slow sag that leans toward the lip, its surface crazed into a fine map of cracks, dust pooled in the joints, edges chipped and rounded. At the lip the slab shears off in a ragged fracture; a hedge of rusted rebar curls up and outward from the broken section, some rods bent back on themselves, some snapped short, all of them furred with orange-brown corrosion even inside the grayscale register, holding the only warm value in the picture. Three severed cables droop from a dark conduit gap near the corner, slide across the fractured edge and hang straight down over the drop, their loose ends frayed into wire strands, swaying very slightly; they are the only vertical lines connecting the floor to the abyss and act as the scale ruler for everything beyond. A thin scrim of dust and a few loose flakes of concrete have broken away at the very lip and hang suspended just past the edge, caught mid-fall. Past the lip, the floor is simply gone and the space opens. Directly beneath and ahead the emptiness falls away for kilometers; the walls of the room's structure continue downward as a broken shaft of buckled slabs and torn beams on the left, then give out into open air. Kilometers below, on the flat of the cavern floor, clusters of ruined towers stand in broken grids, their exposed steel skeletons opened to the sky inside the cavern, spandrel frames stripped of cladding, a few leaning against each other, all shrunk by distance to slivers and grains of gray; they are half erased by the cold haze that lies on the cavern floor in flat bands, the nearest cluster reading a dark charcoal, the farther ones stepping back through middle gray to a faint ghost at the haze line. Between the clusters the floor is a dead plane of dust and rubble, without roads or lights. Overhead there is only darkness. The ceiling of the cavern is never shown; the structure above the broken wall ends in a jagged silhouette at the top of the frame, and above it the black is absolute and unbroken to the frame edge, thick enough to read as weight pressing down on the air below. Nothing glows from within the deep dark; the only illumination falls from somewhere high behind the camera, cold and diffuse, striking the top of the warped floor, the upper faces of the rebar and the towers' top edges, leaving the underside of the concrete lip, the hanging cables and every recessed joint in shadow; the cast shadow of the broken edge falls forward into the void where there is no surface to receive it and dies within a few meters of haze. The farthest towers and the overhead dark are the same value, so the space reads taller than it is wide. Palette is strictly monochrome grayscale with cold blue-gray neutrals, no saturation anywhere except the corroded rust on the rebar as the single warm accent; the value structure keeps the near concrete light, the mid-depth towers mid-gray, and the overhead void and the drop beneath the lip crushed to near-black. Fine film grain over the whole frame, slightly heavier in the hazy deep distance; crisp fractured edges in the foreground concrete, softened atmospheric edges below the lip; detail budget spent on the fractured lip, the rebar, the cables and the concrete's warp, with the distant towers rendered as simplified ruined grids rather than modeled structures. Vertigo hangs on one fact: the hanging cables are thicker at the top than the tallest tower below is at the bottom. Oppressive silence, dizzying.
Nov 10, 2026 7:33 AM
AI artwork
安
dutch angle, vertigo shot, extreme high angle looking straight down, from above, no humans, wide shot, collapsing corner of a ruined high-floor room, tilted sinking floor slab, cracked broken slab edge, concrete lip shedding dust, bottomless subterranean abyss, kilometers of empty dark air, cavern walls receding into gloom, dead city of derelict futuristic towers far below, skeletal steel frames, sheared tops, leaning slabs, tower silhouettes fading into layered gray mist, faint sourceless pale glow deep in the void, blackness above with no visible roof, monochrome grayscale, cold desaturated tones, extreme depth, volumetric fog and darkness, dust motes falling, scattered debris, tangled rebar, torn floor plates, depth layers, atmospheric perspective, film grain, dread-inducing scale Composed slightly off-level and tilted hard on the diagonal, the camera looks down and outward past a collapsing corner of a ruined high-floor room. The floor slab occupies the lower-left of the frame, tipped and sinking away from the lens at a steep angle, its broken lip cracklined into a web of fractures and shedding fine dust that spills over the edge into open air. Loose debris, chipped concrete chunks and a couple of twisted rebar ends sit right at the fractured rim, half overhanging the drop. Beyond that lip the slab gives way to a subterranean void with no bottom in sight: kilometers of empty dark air that recede downward, cavern walls falling away into gloom on every side, their contours barely readable before they dissolve into darkness. Far below, a dead city of derelict futuristic towers is scattered across a floor swallowed by shadow — skeletal steel frames stripped of cladding, sheared tops cut clean, leaning slabs tilted at broken angles — their silhouettes layered and fading into drifting gray mist that thins and thickens with depth. A faint, sourceless pale light glows deep in the void, catching the top edges of the nearest towers and leaving their undersides in darkness. Above the slab, blackness swallows any hint of a roof, rising beyond sight. One physical detail drives the scale: a single falling dust plume from the broken lip narrows and vanishes long before it reaches the mist, revealing how far the drop truly runs. The palette is monochrome grayscale, cold and desaturated, with the pale glow the only true brightness in the frame and everything else compressed into stratified grays. Volumetric fog and darkness pool thickest at the far walls and thin toward the towers, the extreme depth carried by overlapping silhouette layers and dust-hazed air. Detailed digital painting with visible film grain, dread-inducing scale, oppressive silence of a place no one will ever find.
Nov 10, 2026 7:30 AM
AI artwork
安
no humans, empty room, medium wide shot, abandoned electrical control room, ruined skyscraper upper floor, rusted breaker cabinets with open doors, thick bundles of decayed drooping cables hanging from ceiling, corroded power panels, dead switches, peeling concrete exposing red-brown steel frame, cracked window, shafts of pale light, drifting dust motes, vista of derelict futuristic towers, broken silhouettes, exposed iron skeletons, gray fog, monochrome grayscale, cold desaturated tones, film grain, detailed digital painting, cinematic post-apocalyptic concept art, strong foreground detail, deep background haze, wide shot, from inside looking out, one-point perspective toward window, no figures, no silhouettes of people, A medium wide shot taken from inside a corner of the dead control room, camera at standing eye height, angled so the cracked window sits right of centre and the open breaker cabinets form a receding wall on the left; the room is utterly empty of people and nothing in it has moved for decades. In the immediate foreground, close to the lens and sharpest, a corroded power panel leans at an angle off its hinge, its dead switches thrown down, its face a crust of rust blooms and chalky mineral bloom; beside it a rusted breaker cabinet stands with both doors swung open, one door hanging crooked on a single hinge, its interior a black thicket of scorched contacts and brittle insulation. Above, thick bundles of decayed cables sag from the ceiling in long catenary loops, their sheathing split and flaking, rubber cracked into grey shards that hang by threads; one bundle droops low enough to cross the upper third of the frame. The concrete walls have spalled away in broad sheets, the pale grey skin curling off and the red-brown steel frame showing through in hard vertical ribs, rust bleeding down the concrete in long stains below every exposed beam. The label plate on the near power panel is bolted flat to its corroded face and reads "动力" in worn stencilled characters, its edges pitted and its paint flaking but the strokes still legible, the plate's metal slightly buckled so the lettering follows its warp. Cold pale light falls through the cracked window in a single shaft raking down left to right across the room; inside that shaft dust motes drift and turn visibly in the air, and the dust is thickest where the beam crosses the sagging cable bundle, catching on the fibres. Everything outside the shaft sits in deep desaturated shadow, and the only light source is that window; the corners of the room fall into unbroken darkness with no fill. Through the cracked glass, beyond the near rooftop edge, a distant cluster of derelict futuristic towers rises out of grey fog, their upper floors sheared away so broken silhouettes and bare exposed iron skeletons stand against the haze; they are paler and softer than the room, layered in successive planes of fog so the farthest towers nearly dissolve, and the glass itself is grimed and cracked, its fracture lines crossing the distant skyline. Palette held strictly to grayscale: cold blue-grey concrete, rust's darker mid-grey, near-black interior shadow, pale luminous grey in the window shaft, no colour anywhere. Fine film grain across the whole frame, heaviest in the shadow areas; a faint bloom of dust softening the light shaft's edge; single-variable physics: the dust motes are only visible where the beam cuts the air and vanish entirely in the shadowed half of the room. Deep background haze, strong foreground detail, still and desolate.
Nov 10, 2026 7:30 AM
AI artwork
安
no humans, wide shot, interior, abandoned, ruined building, gutted room, high-rise interior, broken window, large window opening, rusted steel window frame, cracked concrete wall, exposed steel beams, rusted beams, structural skeleton, hanging cables, severed cables, black cables, loops of cable, power conduits, rusted machinery, debris, rubble, dust, warped floor, scattered glass shards, glass glittering, monochrome, greyscale, cold color palette, overcast sky, diffused light, volumetric haze, atmospheric perspective, deep perspective, cityscape, ruined city, distant skyscrapers, exposed steel skeletons, collapsed sections, horizon, vanishing point, wide-angle, cinematic, concept art, detailed digital painting, film grain, melancholic, desolate, The camera sits low inside a vast gutted floor of an abandoned high-rise, a wide-angle lens pulling the near walls outward and driving the room's parallel lines toward a single vanishing point. Directly ahead, the far wall has failed: a huge broken window opening, five or six metres tall, its rusted steel frame buckled and flaking orange-brown against the gray, cuts the composition into a bright rectangle of overcast sky. Glass survives only in the frame's upper corners and along the sill, jagged edges, and smaller shards are lodged in the mullions where they catch a pale, cold gleam along their cut faces -- each glint a thin, harder white than the hazy light around it. Inside, the room is decayed and crumbling: the left wall carries cracked concrete with a long diagonal fissure and a map of finer fractures, spalled patches exposing aggregate; the right wall runs a line of rusted machinery -- boxy cabinets, a stripped gear housing, dead power conduits with their cables snipped short, dust furred thick on every upward-facing surface. Above, exposed rusted steel skeleton beams cross the ceiling and its edges, and severed black cables hang in loose loops from them, sagging in catenary curves, ends frayed and motionless. The floor is warped, boards and screed lifted and buckled, littered with rubble and debris and a fine skin of dust that puddles into soft drifts at the wall bases. Beyond the window, far in a thick volumetric haze, a dense cluster of ruined sci-fi skyscrapers with exposed steel skeletons and collapsed sections stretches flat to the horizon -- near towers reading dark and distinct, the far ones dissolving into a single pale gray value as the haze eats their edges. Light is one source only: an overcast diffused daylight pouring through the broken window, soft and shadowless on the sill, falling off into a cool dark in the room's near corners, the shafts made visible only where haze and dust catch them. Everything is monochrome grayscale in cold gray tones, deeper black in the cable loops and machinery, a single faint warm rust note on the steel frame. Subtle film grain across the whole plate. Silent, mournful, a civilization long gone.
Nov 10, 2026 7:28 AM
AI artwork
安
no humans, colossal urban structure, megastructure, buildings filling an incredibly vast space, inorganic, ceiling so vast and dark it seems to reach the vanishing point, pitch black vast space, many seemingly meaningless buildings and monuments piled up and visible, covered in black cables, monochrome style, clear tiered layers, looking down from high above at a central hollow-like tier, black cables extending from a mysterious giant pillar-like building stretching toward the sky, each tier shaped like blocks so they can be clearly seen through, inside a building with an endless ceiling space, eerie atmosphere, enormous structures densely clustered in the depths on both left and right of this endlessly vast space, vast expanse, sense of fear, city-sized scale, overlooking, science fiction-like scenery, fine details, futuristic, architecture
Nov 9, 2026 11:40 AM
AI artwork
安
no humans, colossal urban structure, megastructure, buildings filling an incredibly vast space, inorganic, ceiling so vast and dark it seems to reach the vanishing point, pitch black vast space, many seemingly meaningless buildings and monuments piled up and visible, covered in black cables, monochrome style, clear tiered layers, looking down from high above at a central hollow-like tier, black cables extending from a mysterious giant pillar-like building stretching toward the sky, each tier shaped like blocks so they can be clearly seen through, inside a building with an endless ceiling space, eerie atmosphere, enormous structures densely clustered in the depths on both left and right of this endlessly vast space, vast expanse, sense of fear, city-sized scale, overlooking, science fiction-like scenery, fine details, futuristic, architecture
Nov 9, 2026 11:40 AM
AI artwork
安
colossal urban structure, megastructure, buildings filling an incredibly vast space, inorganic, the ceiling is so vast and dark that it seems to reach the heavens, pitch black and vast space, many seemingly meaningless buildings and monuments piled up, covered in black cables, monochrome style, clearly stepped layers, looking down from a high place at the central hollow-like layer, black cables extending from a mysterious giant pillar-like building that seems to reach the sky, each layer is clearly visible like blocks, inside a building with an endless ceiling space, eerie atmosphere, giant structures densely packed on both the left and right depths of this endlessly vast space, vastness, sense of fear, city-like scale, overlooking, no humans, no_humans, masterpiece, ultra detailed
Nov 8, 2026 5:52 AM
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