AgitARt – Our Magic Leap Anti-Homelessness Project at Venice

As Chris Milk said in his TED talk all those years ago, VR/AR is an empathy machine; maybe the most effective empathy machine we’ve ever had.

These Sleepless NightsI was so inspired by what Chris was saying as I got started on cofounding Oculus Story Studio, which created ‘Lost’, ‘Henry’, ‘Quill’, ‘Dear Angelica’ and the Virtual Beings piece ‘Wolves in the Walls’. We created an empathetic relationship between a fictional character – Henry, Angelica, Lucy – and the audience.

But I had seen the incredible documentary work of Gabo Arora – at the UN, with the Nobel Prize Committee, with Steven Spielberg’s Shoah Foundation. He showed me that immersive art is even more powerful when creating empathy with real people, seeing through someone else’s eyes.

We started talking about a piece based on Matthew Desmond’s book ‘Evicted’, one of Bill Gates and President Obama’s top books of 2017. We began talking about doing something we hadn’t seen before – creating a piece of public Agitart (or agitARt – I know I know it’s terrible!) that could, in cities around America give people a sense of the Eviction crisis from the people on the front lines of it – the movers, eviction court judges, the evicted.

I created a group ‘The Next Amendment’ to fund the project with a goal of raising $1m for a right to shelter in the US (the-next-amendment.com). The core idea of The Next Amendment is the concept that is now working in several cities in the US and Europe ‘Housing First’ that to combat homelessness we need to provide housing first – not as an incentive for sobriety, mental stability and socially acceptable behaviour. This isn’t affordable housing for all, this really is just shelter.

A good example project that we want to raise money for is Oakland’s Tuff Shed project: which houses homeless people in ‘community cabins’. Instead of the dangers on the street, homeless people are given baseline stability of a small insulated cabin where they can store their belongings, sleep, come and go as they please. It fits two people to a cabin, rather than the large dormitories common in some shelters. In total these are small communities of up to 50 people; with 2 meals a day, showers and electricity. Since beginning the project, Oakland is investing millions more as it sees good signs in transition from homelessness.

These Sleepless Nights

As Gabo and I talked about how to draw attention to the eviction crisis and to raise funds for right to shelter projects we started to think about a physical object that could tell that story – the whole topic was about providing four walls for people so he hit on the idea of a cube navigated in augmented reality (AR). He and Barry Pousman his producer began to interview folks in Milwaukee (where Matthee Desmond’s Evicted is set) and find stories and place these in AR.

At Venice you wear a Magic Leap One and walk the four sides of a cube activating spatial audio and video and AR objects related to a story of eviction:

Side 1 of the cube: Eviction notice in the mail

Side 2: Eviction court day

Side 3: Eviction day

Side 4: Looking back on the impact of Eviction

The cube in Venice is obviously not made of metal, but after Venice we plan to make the piece a public work of agitart, a metal cube in SF, Milwaukee and DC where users can experience These Sleepless Nights on their iPhone and immediately donate to the right to shelter and housing first cause.

These Sleepless Nights

I have never done agitart before; the complexities of a piece of public art in our cities that draws attention to something we’d rather not think about may not work to help raise funds for a right to shelter. The characters I’ve wanted an audience to connect with and have empathy for have always been cartoons! But what Gabo has created with These Sleepless Nights is truly special and I hope that it will get us to $1m for this cause!

These Sleepless Nights Highlights America’s Eviction Crisis Using Mixed Reality

Immersive technology can be a powerful medium when used correctly to draw attention to particular issues, such as when the United Nations (UN) and Here Be Dragons created Ground Beneath Her. Currently, the United States is going through a housing crisis with eviction cases on the rise. It’s why a new mixed reality (MR) installation These Sleepless Nights was created to highlight what’s actually going on.

These Sleepless Nights

Commissioned by The Next Amendment, an initiative whose goal is: “Eventually a national right to shelter could be added to the Constitution as the 28th amendment,” These Sleepless Nights is a dual piece, a documentary which premiered this week at the 76th Venice Film Festival and an MR installation involving a giant cube in San Francisco and Washinton D.C.

“A large part of US homelessness hinges on the facilitation of court-ordered evictions. These Sleepless Nights is a mixed reality documentary that uses cutting edge spatial computing technology to allow visitors to listen, connect and engage in new ways with those on the frontline of America’s eviction crisis,” explains the synopsis. When it comes to numbers the exhibition uses 2016 figures from the Eviction Lab, noting that 2,350,042 eviction cases were filed and 6,349 people were evicted per day.

These Sleepless Nights was inspired by Matthew Desmond’s Pulitzer Prize-winning book EVICTED, with the documentary directed by Gabo Arora (ZIKR: A Sufi Revivalwith music by Philip Glass. At the installations, guests will be able to wear Magic Leap headsets to view imagery on the cube as they walk around it. Each side of the cube is a stage in the eviction process, so as visitors slide their hands across the walls characters appear through audio stories and spatialized audio. The locations will also be used to help raise funds towards the right to shelter, accessible via an iPhone app.

These Sleepless Nights

Executive produced by Fable’s Edward Saatchi (Wolves in the Walls) and co-produced by Montreal based studio DPT in association with Johns Hopkins University Immersive Storytelling and Emerging Technologies Lab, The Next Amendment aims to raise $1 million USD for local action networks providing Housing First solutions from Oakland to the Bronx.

VRFocus will continue its coverage of the latest MR projects and installations, reporting back with further announcements.

Virtual Being Project Wolves in the Walls Wins Emmy Award

Over the last few years, there have been several virtual reality (VR) projects nominated and even successfully taking home an Emmy Award. This week, creative studio Fable and its project Wolves in the Walls achieved the coveted award. In doing so, helping lead character Lucy become the first virtual being to win an Emmy.

Lucy screenshot

Wolves in the Walls: It’s All Over (Part 1) won the primetime Emmy Award for ‘Outstanding Innovation in Interactive Media’, a project which was a VR adaptation of Neil Gaiman and Dave Mckean’s children’s book. Originally an Oculus Story Studio project, when it closed Edward Saatchi and Pete Billington co-founded virtual beings company Fable, taking on the project with support from Facebook.

The story follows Lucy, a young girl who has a seemingly vivid imagination until events prove that that isn’t the case. She hears noises within the walls convinced that wolves are making the eerie sounds, and the only way to keep them at bay is believing they’re real. As an interactive story, you accompany Lucy around the house helping fend the wolves off while none of her family believes her.

One of the main aspects of Lucy is the fact that she is one of the earliest examples of a virtual being, an AI-powered character with which viewers can build a two-way friendship. Thanks to machine learning Lucy will interact with viewers in natural ways, helping build a greater emotional connection. Fable also has plans to introduce memory, so that viewers actions will have consequences in later instalments.

“Sometimes when you are exploring in the dark it’s comforting to know that others are not too far away, hands outstretched, searching alongside you. It has been inspiring to be part of this juried award category. We are humbled and grateful for the encouragement and recognition,” said Pete Billington, Creative Director and co-founder of Fable Studio in a statement.

Wolves in the Walls

“This is the first Virtual Being project to receive an Emmy but it won’t be the last. Virtual Beings from Lil Miquela to Mica, from Alexa to Lucy are revolutionizing storytelling and beginning to harness machine learning to create meaningful relationships with us. Eventually, a Virtual Being will win an Oscar for their performance in a live-action movie, win a Grammy for best album of the year, be your favourite celebrity on Instagram, your favourite spiritual guide and, eventually … your OS,” adds Edward Saatchi, Executive Producer and co-founder of Fable Studio.

Virtual beings are going to become more and more prominent as developers strive for greater immersion within VR worlds. To check out the experience for yourself, Wolves in the Walls: It’s All Over can be downloaded for free for Oculus Rift/Rift S. For further updates on the project, keep reading VRFocus.

Thinking About Creating a Virtual Being? Applications now Open for Grants up to $25,000

Yesterday saw the launch of the first Virtual Beings Summit in San Francisco, a conference aimed at those interested in the idea of digital humans. As part of the event, the organisers announced the launch of the Virtual Beings Grants, an initiative designed to help fund creators with interesting ideas for a virtual being.

Virtual Beings Summit

The new programme will provide successful applicants with grants ranging from $1,000 to $25,000 USD depending on the idea. While creators projects can cover a range of Virtual Beings, whether that’s a Digital Human; Virtual Influencer, Virtual Assistant; Creative AIs, AI Tools for Virtual Beings or an Enterprise Virtual Being application, for example, there are four key grant categories applicants need to be aware of:

  • Games – how we play with virtual beings.

  • Enterprise – how a virtual being can assist us with our work

  • Social – How a virtual being can connect us

  • Education – how a virtual being can teach us things

There’s plenty of time to enter with the submission deadline being 17th September. Once in, applications will be judged by top founders, VCs, CEOs and researchers across Virtual Beings ecosystem. And winners will be announced 15th October 2019. For further information on the Virtual Beings Grant head to the official website.

Lil Miquela Instagram
Image of Lil Miquela off Instagram: @lilmiquela

If you’re unsure who or what a virtual being is, you may have already come across one. Those who use Instagram will likely have come across Virtual Influencers such as Lil Miquela, or in the realm of VR there’s Lucy from Wolves in the Walls, created by one of the biggest proponents for Virtual Beings; Fable, a company co-founded by Edward Saatchi, Executive Producer and Pete Billington, Creative Director.

Unlike a normal videogame character a Virtual Being such as Lucy utilises AI and machine learning, enabling her to evoke an emotional response from interactions and eventually have memories – thus creating a character with tangible human qualities. While still in its early stages the goal is to have Virtual Beings who – as Fable describes – ‘have their own lives and stories’, of which you can then become a part.

As the Virtual Beings Summit proved, there are plenty of industry professionals interested in this tech path, with the likes of Epic Games, Niantic Labs, Google, Microsoft and many more holding talks. As the technology develops VRFocus will keep you updated.

Fable to Debut Chapter 2 of Wolves in the Walls at Tribeca

This week it’s the annual Tribeca Film Festival in New York, with over 30 immersive experiences to make their debuts like Felix & Paul’s Gymnasia and Doctor Who: The Runaway by the BBC and Passion Animation Studios. Also set to make an appearance is the next instalment of the Wolves in the Walls series by Fable.

Wolves in the WallsWolves in the Walls: It’s All Over is the latest in The Lucy Stories, a series based on the Wolves in the Walls book by Neil Gaiman (American Gods) and Dave Mckean. The original Wolves in the Walls made its debut in 2018 at the Sundance Film Festival, with Whispers in the Night – confusingly the first in the series – set to premiere later this year at the Virtual Beings Conference.

“What makes the noises we can’t explain? 8 year old Lucy is convinced it’s the wolves,” explains the story summary for chapter 2. “Her family is not so sure. But something’s been stealing Mom’s jam, glitching Brother’s games and howling over Dad’s music. Lucy desperately wants to warn them all, and she needs your help to do it. Will you believe her? Because when the wolves do, in fact, come out of the walls, it’s all over.”

Guests at Tribeca will be able to help Lucy discover what is precisely hiding inside the walls of her home as well as enjoying live actors choreographed by New York’s critically acclaimed immersive theatre company, Third Rail Projects.

lucy poster

The star of the show is Fable’s AI-powered virtual being Lucy with which viewers can build a two-way friendship. Fable sees virtual beings as the next step in storytelling, able to interact with viewers in more natural ways. There are several unique aspects being introduced in Wolves in the Walls: It’s All Over. Apart from Third Rail, chapter two shows that Lucy has memory and that the audience’s actions do have consequences. They’re also able to see her evolve as the story progresses. Finally, Fable has revealed that Oculus’ Quill was used in the previsualization, asset creation and final animation of Wolves in the Walls.

Co-Created by Pete Billington and Jessica Shamash, there’s no official release date just yet for Wolves in the Walls: It’s All Over. When that happens VRFocus will let you know.

Whispers in the Night Will Introduce Fable’s Virtual Being Lucy to the World

While you may not have heard of Edward Saatchi before, if you own an Oculus headset then it’s more than likely you’ve come across his previous projects which include Henry and Dear Angelica, as a founder of Oculus Story Studio. When the studio closed Saatchi went on to open Fable Studio as a new avenue for his storytelling. Today, the company has announced a rebranding of sorts, simply called Fable, it is now a virtual beings company ready to reveal its first experience, Whispers in the Night.

Whispers in the Night

Whispers in the Night is merely a platform for Fable’s AI-powered character Lucy, with whom you can build a two-way relationship. Lucy first appeared in Wolves in the Walls, but this time you’ll actually get to have a conversation with her.

Fable sees the creation of virtual beings like Lucy as the next step on from normal virtual reality (VR) content, being able to converse with the audience through natural language processing. This isn’t just about a one to one conversation, Lucy will be able to track your movement, offer and receive objects, and probably most important of all remember who you are and what actions you’ve taken, changing her response accordingly.

As the synopsis explains: “Whispers in the Night transports you into a memory where you and 8-year old Lucy share an emotionally connected moment through a conversation. It is part of a collection of interwoven chapters. Audiences will discover and grow alongside Lucy as she shares her deepest thoughts and imaginations, completely unique to their personal exchange.”

“A fable entertains while teaching about morals and life lessons. They can be deeply philosophical and deliver lessons about love, friendships and being a good person. We are taking the same approach with our characters that a fable takes with it’s stories. We’re excited to set this precedent with Lucy in Whispers in the Night,” comments Jessica Shamash, Whispers in the Night, Creative Director.

Whispers in the Night

“We are living the “Experience” generation, which supplanted the “Things” generation. Whispers in the Night is our first experiment that will drive towards the “Unique” generation. We see a future where media is aware of who we are, and adapts to create something that is uniquely ours,” says Pete Billington, co-founder, Fable.

Today’s announcement isn’t solely about Whispers in the Night and Lucy. Fable has also revealed a new event taking place this summer, the Virtual Beings Conference, bringing together 200 entrepreneurs, investors, immersive storytellers and machine learning engineers. This will be where Whispers in the Night will make its first official debut.

For those at Sundance Film Festival this week, Fable will be hosting a VIP premiere of a new never seen before Lucy scene on Oculus Rift. As further information regarding Whispers in the Night is released, VRFocus will keep you updated.

Oculus Story Studio Alumni Form New Studio to Push Boundaries of VR Storytelling & Affordability

Oculus Story Studio, the company’s internal production studio tasked with creating ridiculously polished cinematic experiences, first announced they’d be winding down production last summer. Now officially defunct, studio alumni are heading off on their own to form a new firm dubbed Fable Studio, which is furthering development on Story Studio’s last remaining project, Wolves in the Walls. Fable is also introducing a new pricing model for its upcoming character-driven VR experiences.

Oculus Story Studio co-founder Edward Saatchi and Pete Billington, director of Wolves in the Walls, join as co-founders of Fable Studio. Fable is launching with the premiere of Chapter 1 of Wolves in the Walls at Sundance New Frontiers on January, 19th. The project, a VR adaptation of Neil Gaiman’s book The Wolves in the Walls, will span three chapters.

image courtesy Oculus

Shortly after Oculus Story Studio ended production on the Emmy Award-winning Henry in early 2015, the team wanted to dig further into one of the most important problems in VR—creating an experience with an interactive character that’s both natural and meaningful. The goal is essentially feeling like you’re really inhabiting a space with a thinking, feeling person. Fable says Wolves in the Walls protagonist Lucy displays natural behaviors, as she can “remember and callback to actions you’ve taken in a story, be handed and hand you objects, be interrupted credibly and have a hierarchy of emotions toward different objects.”

“Where we’re going is not VR movies anymore. It’s characters who live with us and who we believe in,” said studio co-founder Edward Saatchi, pointing towards the future of character-building.

Fable says all of its future projects will be paid experiences, something they hope will “kickstart a new phase in VR movies of charging for content and seeking to break even.” The studio will charge $1 for every 10 minutes of content, meaning a 20 minute experience would cost $2. Considering how arbitrary pricing seems to most people right now, setting a standard pricing model could give smaller studios incentive to start creating VR narratives.

After Wolves in the Walls, Fable has announced four upcoming projects that will all explore “different elements of VR,” all of which are hand-made in VR using Oculus Quill and other Made in VR tools.

Fable Studio’s Upcoming Projects

Origin

A group of artists work together to solve a virtual reality scavenger hunt to recover stolen art.

concept art, Image courtesy Fable Studio

10

10 is an illustrative realtime documentary using Quill to explore a real life story.

Image courtesy Fable Studio

Derailed

A social virtual amusement park ride with the theme of sleep anxiety.

Image courtesy Fable Studio

Magic River Yacht Club

The viewer follows a giant salmon and its crew up river as they compete in a 500 mile regatta.

– – — – –

The post Oculus Story Studio Alumni Form New Studio to Push Boundaries of VR Storytelling & Affordability appeared first on Road to VR.

VR World Congress 2017: “VR Storytelling in 2020: Some Guesses” Liveblog

VRFocus returns to Bristol for our final day of coverage from this year’s VR World Congress (VRWC), from which we’ll have a number of items that we will share with you in the days and weeks to come. For now though we once again bring you details from the event in the form of a liveblog brought to you by VRFocus writer Peter Graham.

Next up today is Edward Saatchi is a Co-founder and Producer at Oculus Story Studio – makers of Henry and Dear Angelica.

“Join Edward Saatchi, cofounder and Executive Producer of Oculus Story Studio for a series of guesses and predictions about where virtual reality (VR) storytelling might be by 2020.”



Join us throughout the day on VRFocus for more for more liveblogs and stories from VRWC and, of course, the world at large.

Oculus Story Studio Co-founder Roundtable + Top 50 VR Storytelling Interviews

saschka-unseldI had a chance to talk about storytelling in VR with three of the co-founders of Oculus Story Studio during Oculus Connect 3. Saschka Unseld, Maxwell Planck, and Edward Saatchi were showing off a preview of their third VR experience Dear Angelica as well as their immersive storytelling tool of Quill, which enabled them to create a VR narrative experience entirely within VR.

LISTEN TO THE VOICES OF VR PODCAST

Maxwell-PlanckThey all emphasized to me that it’s still very early days of figuring out the unique affordances of virtual reality as a storytelling medium, and that Oculus Story Studio is still doing quite a bit of experimentation. They were in agreement in believing that it’s likely going to take a long time to figure out what narrative in VR looks like, and that it could be another generation before VR finds its true form.

Edward-SaatchiWhile I agree that VR storytelling is still very much within a Wild West phase of development, at the same time I do believe that there have been a lot of solid lessons learned about VR as a storytelling medium that I’ve covered on the Voices of VR Podcast. At the bottom of this post is a Top 50 List of Voices of VR interviews about storytelling in VR where the list is broken up into the following seven categories: the language of VR storytelling, interactive storytelling, multiple perspectives and empathy in storytelling, social storytelling, world building & environmental storytelling, plausibility & presence in narrative, and audio.

Some of the key discoveries that Oculus Story Studio made with Dear Angelica are first of all that changing scale as an effective way to evoke different emotional reactions. They also discovered that stopping and scrubbing through time was a very compelling experience that allowed audience members to have more control over their pacing through an experience. They also developed a unique “Quillustration” aesthetic that is like a lucid dream that’s trying to mimic how memory works. Perhaps having tools to create VR stories within VR will provide new narrative devices for how stories will be told in VR.

Saschka defined the essential components of a story in VR as simply having a beginning, middle, and end, and this broadens the scope of what could be classified as a narrative within a VR experience. Edward says that it often feels like they have the “dead hand of cinema” hovering over whatever VR storytellers do within a VR experience. The target VR demographic right now is so familiar with the film and video game mediums that they are bringing a whole set of expectations that impacts how they consume and receive VR narrative experiences.

Saschka was also really cautious and skeptical about creating stories that have branching narratives with multiple endings. He interprets multiple storylines as a sign that the author may not know what he/she wants to say, and this blocks his process of cultivating a personal connection with the content creator.

We also had a wide-ranging discussion about narrative vs interactivity, and the balance between creating authored stories versus balancing the amount of control a user has within the context of their sandbox of interactivity. Oculus Story Studio is made up of a lot of filmmaking gamers and so they cited a number of 2D narrative games as inspiration including Stanley Parable, Papers Please, Tacoma, Virginia, Gone Home, LMNO, and Façade. In the end, they imagine that VR experiences will be like the Holodeck in that it’s social, it’s a game, but it’s a movie. We’re still quite a ways away from having a widespread consensus on where VR storytelling is going, and Oculus Story Studio will continue to try that sweet spot between authored narrative and that sandbox of interactivity.

Top 50 Voices of VR Interviews on Virtual Reality Storytelling

THE LANGUAGE OF VR STORYTELLING

  • The Four Different Types of Stories in VR (292)
  • The Language of Cinematic VR with Google’s Jessica Brillhart (291)
  • Storytelling in VR: Ambiguity and Implication in 1st Person Narratives (339)
  • Pushing the Language of Cinematic VR Forward with ‘Sonar’ (296)
  • “Pearl” is an Emotionally Powerful Story about Selfless Service (415)
  • Ted Schilowitz on Bringing VR & Interactive Storytelling to Hollywood (439)
  • What Broadway Theater Can Teach VR Video Production (380)
  • Oculus Story Studio’s Quill: An Immersive Storytelling Tool (467)
  • Storytelling in Virtual & Mixed Reality with SPACES (374)
  • John Gaeta on ILMxLAB & Immersive Storytelling (294)

INTERACTIVE STORYTELLING

  • AI and the Future of Interactive Drama (293)
  • Storytelling in VR & the Tradeoffs of Empathy and Interactivity (290)
  • Using Code as a Canvas for Living Stories (411)
  • Sequenced & the Challenge of Interactive VR Narratives (396)
  • Interactive Storytelling Triggered by Gaze, Kevin Cornish (349)
  • “Luna”: A Deep Game, Narrative Puzzler about Recovering From Grief & Trauma (438)
  • Cracking the Narrative Code of VR with the Interactive Documentary Genre (407)

MULTIPLE PERSPECTIVES & EMPATHY in STORYTELLING

  • Rose Troche on the Vulnerability of a 1st-Person Perspective (286)
  • Situational Knowledges in VR Narrative: The Role of Place & Perspective (408)
  • Nonny de la Peña on Immersive Journalism, Empathy, & VR storytelling (6)
  • Building Empathy with a 360-degree Video about a Sexual Assault from Two Perspectives (242)
  • Nonny de la Pena on Empathy in VR (298)
  • Empathizing with a War-Torn Family in ‘Giant’ (342)

SOCIAL STORYTELLING

  • Group Explorations of User-Generated Worlds with VRChat (318)
  • What Dungeons & Dragons Can Teach Storytelling in VR (441)
  • Telling Stories with Improv Acting in ‘Mindshow’ (420)
  • Wizard of Oz Narratives: Puppeting Virtual Characters with Improv Acting (409)

WORLDBUILDING & ENVIRONMENTAL STORYTELLING

  • Alex McDowell on World Building in Storytelling (309)
  • Building Storyworlds with Lawnmower Man’s Brett Leonard (406)
  • Explore the Psychological Impacts of Solitary Confinement in ‘6×9’ (287)
  • Embedding a Story within a Place with ‘Obduction’ (432)
  • Denny Unger on the Future of Non-Linear Storytelling (462)
  • The Principle of Embodied Cognition as connected to the Environment (Episodes: 412, 469, 375, & 73)
  • Designing Google Earth VR: The Overview Effect & Finding Common Ground (475)
  • Walk Through a Vincent van Gogh Painting with ‘The Night Cafe’ (259)
  • Walking On a Virtual Tightrope Across the World Trade Centers (345)
  • Using Magic to Create Astonishment with The VOID (299)
  • Beyond Room-Scale: Exploring Infinite Worlds with THE VOID (284)

PLAUSIBILITY AND PRESENCE IN NARRATIVE

  • Rob Morgan on Narrative Design in VR & escaping the uncanny valley by implementing interactive social behaviors in NPCs (125)
  • ‘Rick & Morty Simulator’: Making Narratives More Plausible through Interruption (433)
  • Betty Mohler on Social Interactions in VR, Uncanny Valley Expectations, & Locomotion in VR (129)
  • Richard Skarbez on Immersion & Coherence being the two key components of Presence (130)
  • Mel Slater on VR Presence, Virtual Body Ownership, & the Time Travel Illusion (183)
  • Technolust’s Cloudstep VR Locomotion & Adding Social Behavior Scripts to NPCs (237)
  • Ross Mead on designing social behaviors & body language for virtual human avatars (56)
  • Job Simulator and the Magic of Hand Presence (315)
  • VR Time Perception Insights from Filmmaking & Cognitive Science (379) + Time Dilation (363)

AUDIO

  • Audio Objects for Narrative 360 VR with Dolby Atmos (398)
  • OSSIC & 3D Audio as the Next Frontier of Immersion (399)
  • Rod Haxton on VisiSonics’ RealSpace 3D audio licensed to Oculus & their Audio Panoramic Camera (124)

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Music: Fatality & Summer Trip

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