The International Journal of Multimedia & Its Applications (IJMA)
is a bi monthlyopen access peer-reviewed journal that publishes articles which contribute new results inall areas of the Multimedia & its applications. The journal focuses on all technical andpractical aspects of Multimedia and its applications. The goal of this journal is to bringtogether researchers and practitioners from academia and industry to focus onunderstanding recent developments this arena, and establishing new collaborations inthese areas.
HARDNESS, FRACTURE TOUGHNESS AND STRENGTH OF CERAMICS
The International Journal of Multimedia & Its Applications (IJMA)
1. January 2024: Top Read
Articles in Multimedia &
ItsApplications
The International Journal of Multimedia & Its Applications
(IJMA)
---ERA, WJCI Indexed---
ISSN: 0975-5578(Online); 0975-5934 (Print)
https://airccse.org/journal/ijma.html
2. THE CURRENT TRENDS OF AUGMENTED REALITY IN EARLY
CHILDHOOD EDUCATION
Masyarah Zulhaida Masmuzidin and Nor Azah Abdul Aziz Department of Creative Multimedia,
Universiti Pendidikan Sultan Idris, Tanjung Malim, Perak Darul Ridzuan, Malaysia.
ABSTRACT
Augmented Reality has been widely used in various level of education such as higher-level
education, secondary education (lower/upper secondary level), primary education, and in
informal learning. However, the implementation in early childhood education is still limited. By
using library research methodology, the objective of this paper is to investigate the existing work
of augmented reality in early childhood education between 2009-2018. Based on the results, it
shows that the publication of augmented reality in early childhood education increased slowly
within these past ten years. It has been found that the main advantage of augmented reality is to
enhance motivation. Early literacy has been found to be the most used topic with sampling less
than 30 children. Finally, ‘Marker-based’ augmented reality has been widely used with mobile
devices and in term of data collection methods, ‘Test’ has been used the most in this field of
research.
KEYWORDS
Augmented Reality, Child Computer Interaction, Early Childhood Education, Preschool
Full Text: https://aircconline.com/ijma/V10N6/10618ijma05.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
3. REFERENCES
[1] Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments,
6(4), pp. 355-385.
[2] Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in
augmented reality. IEEE Computer Graphics & Application, 21(6), pp. 34-47.
[3] Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and
challenges of augmented reality in education. Computers & education, 62, pp. 41-49.
[4] Rambli, D. R. A., Matcha, W., & Sulaiman, S. (2013). Fun learning with AR alphabet book for
preschool children. Procedia computer science, 25, pp. 211-219.
[5] Gopalan, V. (2016). A study of students’ motivation based on ease of use, engaging, enjoyment and fun
using the augmented reality science textbook. Revista de la Facultad de Ingeniería, 31(5).
[6] Yilmaz, R. M., Kucuk, S., & Goktas, Y. (2017). Are augmented reality picture books magic or real for
preschool children aged five to six?. British Journal of Educational Technology, 48(3), pp. 824-841.
[7] Rasalingam, R. R., Muniandy, B., & Rass, R. (2014). Exploring the application of augmented reality
technology in early childhood classroom in Malaysia. Journal of Research & Method in Education (IOSR-
JRME), 4(5), pp. 33-40.
[8] Jeffri, N. F. S., & Rambli, D. R. A. (2017). Design and development of an augmented reality book and
mobile application to enhance the handwriting-instruction for pre-school children. Open Journal of Social
Sciences, 5(10), pp. 361.
[9] Hsu, Y. S., Lin, Y. H., & Yang, B. (2017). Impact of augmented reality lessons on students’ STEM
interest. Research and Practice in Technology Enhanced Learning, 12(1), pp. 2.
[10] Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2015). Mobile augmented reality in vocational
education and training. Procedia Computer Science, 75, pp. 49-58.
AUTHORS
Masyarah Zulhaida Masmuzidin obtained her MSc in Creative Media Technology with
Computer Animation and Special Effects from University of Bradford, United Kingdom.
Currently, she is a PhD student at Faculty of Art Computing and Creative Industry,
Universiti Pendidikan Sultan Idris, Malaysia. Her research interest includes Interactive
Multimedia, Child Computer Interaction, Virtual Reality and Augmented Reality.
Nor Azah Abdul Aziz is an Associate Professor at Faculty of Art Computing and Creative
Industry, Universiti Pendidikan Sultan Idris, Malaysia. Her research interest includes
Gestural Interface Design, Child Computer Interaction, Multimedia Application
Development, Islamic Spiritual Psychology , Information Technology, Internet/Web
Filtering, Internet & Society.
4. GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING
AND LEARNING – A REVIEW
Mohd Hishamuddin Abdul Rahman, Ismail @ Ismail Yusuf Panessai,Noor Anida Zaria Mohd
Noor and Nor Syazwani Mat Salleh
Department of Computing, Faculty of Art, Computing & Creative Industry,Universiti Pendidikan
Sultan Idris, Tanjung Malim, Perak, Malaysia
ABSTRACT
This paper discusses the results of a literature review to identify the elements of gamification in
learning that have been applied in previous studies and their impacts on student learning, with only
taking into account the related studies within the last three years (2016 to 2018). This is done to
determine the most effective and suitable elements of gamification to be applied in our study and at
the same time to identify research gaps that need to be fulfilled in future researches. The results of
this review show that gamification has positive impact on student learning particularly in their
engagement and achievement. Furthermore points, leaderboard and digital badge are the most
applied gamification elements in the studies. The findings will be used as a guide for us in
designing a gamified collaborative learning activities in the 3-dimensional virtual world that will be
carried out later.
KEYWORDS
Gamification, Game-based Learning, Virtual World
Full Text: https://aircconline.com/ijma/V10N6/10618ijma04.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
5. REFERENCES
[1] Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A
systematic mapping study. Journal of Educational Technology & Society, 18(3), 9.
[2] Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher
education: a systematic literature review. International Journal of Educational Technology in
Higher Education, 14(1), 22.
[3] Google Trend (2017). Game-based learning. Retrieved from https://trends.google.com/trends/
explore? date=today%205-y&q=gamebased%20 learning.
[4] Hoe, T. W. (2015). Gamifikasi dalam pendidikan: Pembelajaran berasaskan permainan.
Tanjong Malim: Universiti Pendidikan Sultan Idris.
[5] Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with
technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17.
[6] Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The
International Journal of Information and Learning Technology, 35(1), 56-79.
[7] Chan, K. Y. G., Tan, S. L., Hew, K. F. T., Koh, B. G., Lim, L. S., & Yong, J. C. (2017).
Knowledge for games, games for knowledge: designing a digital roll-and-move board game for a
law of torts class. Research and Practice in Technology Enhanced Learning, 12(1), 7.
[8] Sepehr, S., & Head, M. (2013, October). Competition as an element of gamification for
learning: an exploratory longitudinal investigation. In Proceedings of the First International
Conference on Gameful Design, Research, and Applications (pp. 2-9). ACM.
[9] Szegletes, L., Koles, M., & Forstner, B. (2015). Socio-cognitive gamification: general
framework for educational games. Journal on Multimodal User Interfaces, 9(4), 395-401.
[10] Alexiou, A., & Schippers, M. C. (2018). Digital game elements, user experience and
learning: A conceptual framework. Education and Information Technologies, 1-23.
[11] Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in
initial teacher training in the social sciences: an experiment with MinecraftEdu. International
Journal of Educational Technology in Higher Education, 13(1), 2.
[12] González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & Marrero-
Gordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the
gamification of educational activities. Computers in Human Behavior, 55, 529-551.
[13] Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students
through game mechanics: Findings from two experiment studies. Computers & Education, 92,
221-236
[14] Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and
gamification to promote engagement and motivation in medical learning contexts. Smart
Learning Environments, 3(1), 5.
[15] Spires, H. A., & Lester, J. C. (2016). Game-based learning: creating a multidisciplinary
community of inquiry. On the Horizon, 24(1), 88-93.
6. Authors
Dr. Mohd Hishamuddin Abdul Rahman is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). His research interests are towards
educational technology, multimedia, virtual learning environment, game-based learning and
gamification, virtual and augmented reality and also on new media in teaching and learning.
Dr. Ismail @ Ismail Yusuf Panessai is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). His research interests are towards
Artificial Intelligence, Artificial Intelligence in education, VRP and Control System.
Dr. Noor Anida Zaria Binti Mohd Noor is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). Her research interests are towards
Information Technology, Knowledge Management, Knowledge Integration and Project
Management.
Dr. Nor Syazwani Binti Mat Salleh is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). Her research interests are towards
ICTs in Education, Art & Design, Graphic Design and Personalized Learning.
7. EXPLORING VIRTUAL REALITY
APPLICATION IN TOURISM: VR BUKIT
PUTERI
Maizan Mat Amin, Wan Mohd Rizhan Wan Idris, Normala Rahim,Nur Saadah Mohd Sapri,
IsmahafeziIsmail,Wan Malini Wan Isa and Muhammad Hazwan Mohamad
School of Multimedia, Faculty of Informatics and Computing,Universiti Sultan Zainal Abidin,
BesutCampus,22200, Besut, Terengganu, Malaysia
ABSTRACT
Virtual Reality technologies can play essential role for the success of tourism inventiveness. Hence,
this application entitled VR Bukit Puteri is designed and developed as a medium to promote and
attract tourists to visit this natural cultural heritage place in Terengganu. This application is
particularly very useful for the user to get information or learn interactively about history and
artifacts of Bukit Puteri. The interaction design lifecycle model had been implemented in the
development of this application. In addition, the gaze interaction technique had been successfully
used to add more interactivity and user- friendliness to this application. The framework, interface
design, testing and expert evaluation may also serve as guidelines in developing similar VR
application in another domain. The author would consider gamification elements, engaging
activities, 360’ VR experiences to be proposed to enhance VR applications for the future. These
engagement elements can be a great counterpart to increase user experience in virtual world.
KEYWORDS
Virtual reality, tourism, expert evaluation, historic place, mobile based VR application
Full Text: https://aircconline.com/ijma/V13N6/13621ijma02.pdf
Volume Link: https://www.airccse.org/journal/ijma_current21.html
8. REFERENCES
[1] W. M. R. W. (2017) Amin, M. M., Rahim, N., Safei, S., & Idris, “Utilization of Automated
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2020, doi: 10.3390/RS12162583. The International Journal of Multimedia & Its Applications
(IJMA) Vol.13, No. 6, December 2021 25
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[13] E. Marchiori, E. Niforatos, and L. Preto, “Measuring the Media Effects of a Tourism-Related
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[16] J. Beck, M. Rainoldi, and R. Egger, “Virtual reality in tourism: a state-of-the-art review,”
Tour. Rev., vol. 74, no. 3, pp. 586–612, 2019, doi: 10.1108/TR-03-2017-0049.
9. RECENT TRENDS AND RESEARCH ISSUES IN VIDEO ASSOCIATION
MINING
Arindam Sarkar1
and J. K. Mandal2
Vijayakumar.V 1
and Nedunchezhian.R 2
1
Research Scholar, Bharathiar University, Coimbatore, & Department of Computer
Applications, Sri Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India - 641 022
2
Professor and Head, Department of Information Technology, Sri Ramakrishna Engineering
College, Coimbatore, Tamil Nadu, India-641 022
ABSTRACT
With the ever-growing digital libraries and video databases, it is increasingly important to
understand and mine the knowledge from video database automatically. Discovering association
rules between items in a large video database plays a considerable role in the video data mining
research areas. Based on the research and development in the past years, application of association
rule mining is growing in different domains such as surveillance, meetings, broadcast news, sports,
archives, movies, medical data, as well aspersonal and online media collections. The purpose of this
paper is to provide general framework of mining the association rules from video database. This
article is also represents the research issues in video association mining followed by the recent
trends.
KEY WORDS
Temporal Frequent Pattern; Video classification; Event Detection
Full Text: https://aircconline.com/ijma/V3N4/3411ijma05.pdf
Volume Link: https://www.airccse.org/journal/ijma_current11.html
10. REFERENCES
[1] Bhatt, C.A. & Kankanhalli, M.S., (2011) “Multimedia data mining: state of the art and
challenges”, Multimedia Tools Appl., Vol. 51, pp. 35–76.
[2] Zhu, X., Wu, X., Elmagarmid, A., Feng, Z. & Wu, L., (2005) “Video Data Mining: Semantic
Indexing and Event Detection from the Association perspective”, IEEE Transactions on
Knowledge and Data Engineering, Vol. 17, No.5, pp. 1-14.
[3] Oh, J., Lee, J., & Hwang, S., (2005) “Video Data Mining,” Idea group.
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(2008) “An Association Rule-Based Method to Support Medical Image Diagnosis With
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[5] Lin Lin, Mei-Ling Shyu, Guy Ravitz & Shu-Ching Chen, (2009) “Video Semantic Concept
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[6] Sunita Soni & O.P.Vyas, (2010) “Using Associative Classifiers for Predictive Analysis in
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[15] Jian Pei (2002) “Pattern-Growth Methods for Frequent Pattern Mining”, Doctoral
Dissertation Simon Fraser University Burnaby, BC, Canada, Canada
11. Authors
Vijayakumar.V, Assistant Professor in the Department of Computer Applications, Sri
Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India. He is currently pursuing his
doctoral degree at Bharathiar University, Coimbatore, Tamil Nadu, India in the area of
Multimedia Data Mining. He obtained his M.C.A degree and M.Phil degree in Computer-Science
from Bharathiar University, Coimbatore. His research interests are Data Mining, Multimedia
Information Retrieval, Image and Video Processing. He has presented four papers in National /
International Conference and one in journal. He has guided several undergraduate, post-graduate
projects and seven M.Phil research scholars. He is a student member of IEEE and life member of
ISTE.
Dr. Nedunchezhian. R. is working as the Professor and Head in the department of Information
Technology, Sri Ramakrishna Engineering College, Coimbatore. He has more than 18 years of
experience in research and teaching. Currently, he is guiding many Ph.D scholars of the Anna
University, Coimbatore, and the Bharathiar University. His research interests are knowledge
discovery and data mining, distributed computing, and database security. He has published many
research papers in national/international conferences and journals. He has edited a book entitled
“Handbook of Research on Soft Computing Applications for Database Technologies: Techniques
and Issues” which was published by IGI publications, USA in April, 2010. He is a Life member
of Advanced Computing and Communication Society and ISTE.
12. AR-SIS: AUGMENTED REALITY APPLICATION TO ENCOURAGE
STEM TEACHING AND LEARNING
Nadia Akma Ahmad Zaki, Nor Zuhaidah Mohamed Zain and Asmafitri Zanilabdin Computing
Department, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan
Idris, Tanjong Malim, Perak, Malaysia
ABSTRACT
Augmented reality in STEM education has been identified to be useful to students as indicated in
many studies. However, the interest of the students towards STEM education is reportedly
declining. Thus, this study supports the concept of STEM education through the development of
an AR application namely ARSiS that aims to encourage students to study Science subjects. The
objective of this study is to develop and evaluate the usability AR-SiS application in teaching the
solar system sub-topic. The respondents of this study consist of two categories, namely five
teachers and twenty students (Year 4 to 6). The result found that both categories of respondents
showed a high mean score on learnability and satisfaction toward the use of AR-SiS application.
Hence, it is hoped that this study will benefit the students who are interested in STEM education
and contribute the teachers a chance to diversify the teaching aids in the classroom.
KEYWORDS
Augmented Reality, Encourage, Teaching, Learning, STEM
Full Text: https://aircconline.com/ijma/V10N6/10618ijma01.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
13. REFERENCES
[1] Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality
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[9] Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A
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[10] Hsu, Y.-S., Lin, Y.-H., & Yang, B. (2017). Impact of augmented reality lessons on
students’ STEM interest. Research and Practice in Technology Enhanced Learning, 12(1), 2.
https://doi.org/10.1186/s41039-016-0039-z The International Journal of Multimedia & Its
Applications (IJMA) Vol.10, No.6, December 2018 10
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[13] Chen, C.-M., & Tsai, Y.-N. (2012). Interactive Augmented Reality Game for Enhancing
Library Instruction in Elementary Schools. Computers & Education, 59, 638–652.
[14] Freeman, B., Marginson, S., & Tytler, R. (2014). The Age of STEM: Educational Policy
and Practice Across the World in Science, Technology, Engineering and Mathematics.
Routledge.
[15] Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented
reality for the classroom. Computers & Education, 68, 557–569.
https://doi.org/https://doi.org/10.1016/j.compedu.2013.02.015
14. A SHORT SURVEY OF IRIS IMAGES DATABASES
Mustafa M. Alrifaee, Mohammad M. Abdallah and Basem G. Al
OkushAl-Zaytoonah University of Jordan, Amman,
Jordan
ABSTRACT
Iris recognition is the most accurate form of biometric identification. The robustness of iris
recognition comes from the unique characteristics of the human iris texture as it is stable over the
human life, and the environmental effects cannot easily alter its shape. In most iris recognition
systems, ideal image acquisition conditions are assumed. These conditions include a near infrared
(NIR) light source to reveal the clear iristexture as well as look and stare constraints and close
distance from the capturing device. However, recent advances on iris recognition have proposed
different methods to process iris images captured in unconstrained environments. These
environments include a visible wavelength (VW) light source, on the move and over distance from
the capturing device. This research states the most used iris databases and describes their imaging
framework along with all characteristics of iris images in each database.
KEYWORDS
Iris recognition, unconstrained environments, near infrared light, visible wavelength.
Full Text: https://aircconline.com/ijma/V9N2/9217ijma01.pdf
Volume Link: https://www.airccse.org/journal/ijma_current17.html
15. REFERENCES
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16. ANALYTIC OF CHINA CYBERATTACK
Robert Lai, CISSP-ISSAP, ISSEP, CAP, CEH, CSSLP1
and Syed (Shawon) Rahman,
Ph.D.21
School of Business & Technology, Capella University, Minneapolis, MN 55402,
2
Assistant Professor, University of Hawaii-Hilo, Hilo,
USA and Adjunct Faculty, Capella University,
ABSTRACT
China cyberattack has become aggressive, disruptive, stealthy, and sophisticated. Apparently,
China’s advantage is more on the cognitive domain than technical domain since information
systems security is art and science—in some case, it is more art than science. Knowledge is the best
weapon for cyber warfare since one of the Sun Tze’s Art of War principles is “know your enemy”.
Therefore, an analytic of China cyberattack must scrutinize the national interest, goals and
philosophies, culture, worldview, and behavioral phenomena of China.
KEYWORDS
China, Cyberattack, Cyberattack, Analytic, Strategic Advantage, Information Warfare
Full Text: https://aircconline.com/ijma/V4N3/4312ijma04.pdf
Volume Link: https://www.airccse.org/journal/ijma_current12.html
17. REFERENCES
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18. SELECTION SORTING ALGORITHM VISUALIZATION USING FLASH
Hadi Sutopo
Department of Informatics, Universitas Persada Indonesia YAI, Jakarta, Indonesia
hadi@topazart.info
ABSTRACT
This paper is intended to develop an algorithm visualization, particularly selection sorting for an
Algorithm and Programming course. Algorithm visualization technology graphically illustrates how
algorithms work. This visualization can be used to explain how all data move to the proper position
in order to be sorted in a display computer for education. This research consists of 6 steps which
are concept, design, obtaining content material, assembly, testing, and distribution. During the
testing step, the application is run and checked to confirm that it performs exactly what the author
has intended and the students can learn selection sorting algorithm by studying the visualization.
Subjects of the research were students at Department of Informatics Universitas Persada Indonesia
YAI for implementation of the learning. The data were analysed using the analytic descriptive
method and interpreted in a narrative way based on the research findings. The algorithm
visualization indicates that students increase their motivation and ability to program variety of
sorting in programming language they learn.
KEYWORDS
Multimedia, Algorithm, Sorting, Flash movie, ActionScript
Full Text: https://aircconline.com/ijma/V3N1/3111ijma03.pdf
Volume Link: https://www.airccse.org/journal/ijma_current12.html
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Authors
Hadi Sutopo was born in Cilacap, Indonesia on April 15, 1945. He is Doctor of Education in
Educational Technology of the Jakarta State University, graduated in November 2009. In 1998 he
earned Master of Information Systems at Post Graduate Program Gunadarma University, Jakarta. In
1995 he graduated from the Universitas Persada Indonesia YAI. Jakarta, majoring in Informatics.
Hadi is currently a lecturer of Multimedia at the Universitas Persada Indonesia YAI and some other
universities in Jakarta, Indonesia since 1998. He wrote many books on multimedia and information
technology. The books are Pemrograman Berorientasi Objek dengan Java (Yogyakarta, Indonesia:
Graha Ilmu, 1995), Desain Buku dengan Adobe InDesign Jakarta, Indonesia: Elex Media Komputindo,
2006), and Pemrograman Flash dengan PHP dan MySQL (Yogyakarta, Indonesia: Graha Ilmu, 2007).
Current interest research is information technology especially multimedia.
Dr. Hadi Sutopo, MMSI is a member of Indonesian Association of Educational Technology (IPTPI)
and Association of Education and Communication Technology (AECT). He works in editorial team of
Educational Technology Journal and Multimedia Journal in Jakarta, Indonesia.
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