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CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING

Volume 00, Number 00, 2019


ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2018.0393

When Virtual Feels Real:


Comparing Emotional Responses and Presence
in Virtual and Natural Environments

Alice Chirico, MS,1 and Andrea Gaggioli, MS, PhD1,2

Abstract
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Although virtual reality (VR) is increasingly regarded as an effective emotion induction technique, little
research has examined whether and how emotions elicited in VR differ from those evoked in real life. To
address this question, 50 participants (25 females and 25 males) were exposed to either a real-life contemplative
scenario (a panoramic view of a lake) or to an immersive 360 footage of the same landscape. Next, type and
valence of emotions, as well as sense of presence reported by participants, were compared across conditions.
Findings showed that emotions elicited by virtual and natural conditions were not significantly different. The
only exception was anger, which was significantly higher in the natural condition, and amusement, which was
significantly higher in the virtual condition. Sense of physical presence and engagement dimensions of presence
did not significantly differ between virtual and real conditions. However, different correlation patterns between
emotions and key dimensions of presence were found after in vivo and in virtuo exposure. These findings
provide initial evidence that emotions and sense of presence elicited by immersive videos are comparable with
those evoked by real-life scenarios and warrant further investigations.

Keywords: virtual reality, immersive video, emotion-induction, affect, presence

Introduction emotion. They found that the level of involvement in a VR


experience in terms of presence and emotion is more

I s a real-life sunset more emotionally engaging than a


virtual sunset? Intuitively, the answer is obvious: gazing at
a natural sunset should elicit more intense emotional re-
strongly influenced by emotional factors than by techno-
logical attributes of the VR system (i.e., the effect of im-
mersion). In other words, even a low-immersive system may
sponses than its virtual counterpart. However, to the best of induce high levels of presence if the VR scenario engages
our knowledge, no research work has directly compared emotions. Chirico et al.5 investigated the relationship be-
emotions felt by people in real and virtual environments. tween the complex emotion of awe induced by VR and the
Virtual reality (VR) scholars have identified a fundamental sense of presence. They found a positive correlation be-
construct to assess how much virtual experiences feel au- tween awe intensity and presence (i.e., physical presence,
thentic. This is the feeling of presence, defined as the extent ecological validity, and engagement). Overall, these studies
to which virtuality of the experience is unnoticed1(p32) or as evidenced a positive correlation between emotions and
the perceptual illusion of nonmediation.2 Previous research presence in virtual environments. If a virtual experience is a
has indicated that presence is related to the level of emo- reliable model of a real-world experience, one should ex-
tions. Riva et al.3 found that a neutral VR environment in- pect that the relationship between presence and emotions
duced significantly lower levels of presence compared with observed in VR holds in physical environments. However,
emotional ones. Moreover, they demonstrated that higher limited empirical research has been carried out to test this
levels of presence were associated with (and predicted by) assumption. To our best knowledge, the few studies that
more intense emotional states. Diemer et al.4 reviewed the have addressed this issue have compared the effectiveness
literature on fear in VR to identify the relative contribution of in vivo and in virtuo therapeutic interventions for specific
of perception and conceptual information in shaping this emotions (e.g., Morina et al.6 and Rothbaum et al.7), but

1
Department of Psychology, Università Cattolica del Sacro Cuore di Milano, Milan, Italy.
2
Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy.

1
2 CHIRICO AND GAGGIOLI

very little research has been done outside the clinical do- (i.e., Galaxy Note 4), and they were provided with standard-
main regarding a wider array of emotions and affects. The ized instructions on how to start the video (5-minute length)
present study adds to this literature by comparing emotions using this VR device (see instructions and more details on the
and presence evoked by natural and virtual environments. procedure in the study by Chirico et al.12). After exposure to
Participants were either exposed to a lake panorama or to an the natural versus virtual panorama, participants rated once
immersive video of the same scenario. We focused on this again the extent to which they experienced eight emotions
comparison since nature is a renowned elicitor of emotional (i.e., anger, awe, amusement, disgust, fear, pride, sadness, and
states.8,9 After experiencing the scenario, participants filled joy on a seven-point Likert scale), their general affect (PA-
questionnaires aimed at assessing presence and the type, NAS13), and their sense of presence, through the ITC-Sense of
quality, and intensity of emotions generated by exposure to Presence Inventory (ITC-SOPI).14 ITC-SOPI is a 36-item
in vivo and in virtuo conditions. questionnaire assessing four dimensions of the sense of pres-
ence (i.e., sense of physical presence; engagement; ecological
Methods validity; and negative effects) on a five-point Likert scale
(1 = strongly disagree to 5 = strongly disagree).
Sample and participant selection
The sample consisted of 50 adults (25 females) from the Results
Lombardy region of Italy who voluntarily took part in the
Preliminary data analysis
research. The sample was young (males: age mean = 23.68;
standard deviation [SD] = 3.485; females: age mean = 23.88; Participants reported feeling moderately relaxed (mean
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SD = 2.556) with an average number of years of education of 2.96; SD = 0.832) and calm (mean = 3.06; SD = 0.890) and
16.36 (SD = 2.431). Participants who (at the time of the ex- very little nervousness (mean = 1.54; SD = 0.838) before
periment) reported vestibular and/or balance disorders were stimulus exposure. An inspection of skewness and kurtosis
excluded. The experimental protocol was approved by the values was realized to determine if variables were normally
Ethics Committee of the Università Cattolica del Sacro Cuore distributed. This condition was satisfied for most variables,
before data collection. Each participant provided written in- thus we carried out parametric statistics. Only anger, fear,
formed consent for study participation. The whole procedure disgust, sadness, and negative affect after the exposure were
was carried out in accordance with the Helsinki Declaration. not normally distributed. Therefore, we carried out non-
parametric analyses for these variables.
Materials and procedures
Participants were randomly assigned to one of the two Emotions induced in vivo and in virtuo
following conditions: A Mann-Whitney test comparing the intensity of anger,
fear, disgust, and sadness in both conditions (i.e., real and
(a) Real condition (in vivo exposure): participants in the
virtual) indicated that only anger (U = -3.124; p = 0.002;
natural condition watched a real panoramic view of
r = 0.441) was significantly higher in the real condition
Lake Iseo and Isola mountain placed between the
(median [Mdn] = 2) compared with the virtual one (Mdn = 1).
provinces of Bergamo and Brescia.
We carried out four mixed analysis of variance tests (AN-
(b) Virtual condition (in virtuo exposure): participants in
OVAs), 2 · 2 (condition: VR vs. reality · time: pre-exposure vs.
this condition watched the same panorama through an
postexposure), for each of the other discrete emotions (awe,
ad hoc 360 video created by means of Ricoh Theta S
amusement, pride, and joy). There was a significant main effect
and using the ShotCut video-editing free online tool.
of time concerning awe [F(1, 1) = 96.31 p < 0.01; g2 = 0.667)],
Perspectives on Lake Iseo (i.e., height and width) and
which significantly increased after exposure to the emotional
weather conditions were the same in both conditions.
content (both in virtuo and in vivo). With regard to amusement,
After signing consent and completing demographics, a significant interaction effect emerged (media · time) [F(1,
participants were required to sit on a chair and report the 1) = 11.294 p < 0.01; g2 = 0.190]: amusement significantly in-
extent to which they lived eight discrete emotions (i.e., an- creased after exposure to the virtual condition, while it de-
ger, awe, amusement, disgust, fear, pride, sadness, and joy)5 creased after exposure to the natural condition. We conducted a
on a seven-point Likert scale drawing from literature on mixed ANOVA also on the positive affect variable and another
nature and emotions in real and virtual spaces,5,8,10–12 as well Mann-Whitney test regarding the negative affect. No significant
as positive and negative affects (i.e., general dimensions differences emerged.
describing affective experience), through the positive and Finally, an independent samples t-test was carried out to
negative affective schedule13 to control for pre-experimental look for significant differences between in vivo and in virtuo
affective states. Then, participants were required to relax on exposure regarding each dimension of the sense of presence
the chair for 2 minutes, after which they reported their level (i.e., sense of physical presence; engagement; ecological
of relaxation on a five-point Likert scale (1 = not at all; validity; and negative effects). Results showed that eco-
5 = completely). Then, participants in the real condition were logical validity was significantly higher in the in vivo ex-
required to stand up in the same place where the 360 video posure compared with the virtual condition [t(43) = 3.427;
of the panorama was recorded. They were required to stand p = 0.001; d = 0.9]. Negative effects were significantly
still for 5 minutes, watching the panorama and surroundings. higher in the virtual condition compared with the natural
Participants in the virtual condition underwent the same one [t(39) = -2.68; p = 0.01; d = 0.7]. Feeling of engagement
procedure. After they had stood up, they put on a VR head- [t(42) = -2.007; p = 0.051; d = 0.2] and sense of physical
mounted display (Gear VR) combined with a smartphone presence [t(43) = -0.778; p = 0.441; d = 0.2] emerged as not
WHEN VIRTUAL FEELS REAL 3

significantly different between the two conditions. All de- spective, and participants’ possibility of moving inside the
scriptive statistics for each variable in both conditions are scene. Results showed that immediately before exposure to
presented in Tables 1 and 2. the natural condition, participants were slightly more relaxed
than participants in the VR condition. This can be explained
Sense of presence and emotions by the intrinsic relaxing potential of nature, which has been
demonstrated by several studies.15–17
To test the relationship between presence and emotions, However, the two conditions did not differ significantly in
we carried out Spearman rho correlational analyses between terms of intensity, regarding some key dimensions of pres-
sense of presence dimensions and emotions (discrete emo- ence (i.e., sense of physical presence and engagement), and
tions and general positive vs. negative affects) separately for regarding their general ability to convey affect (i.e., positive
each condition (i.e., real and virtual) (Tables 3 and 4). and negative) as well as discrete emotional states (anger,
awe, amusement, disgust, fear, pride, sadness, and joy). The
Effect of novelty of the medium only exception was anger, which was significantly higher in
To test whether previous experiences or knowledge about the natural condition, even though it achieved very low
VR could act as an intervenient variable to explain the ab- scores. Anger is usually conceived as arising from hin-
sence of significant differences, we included this variable drances interposed between people’s movements and a de-
also in the model. We carried out factorial ANOVAs for each sired goal.18–20 Thus, is has been suggested that approach
of the normally distributed target variables (i.e., emotions; tendencies underlie anger responses.21 It follows that this
positive affect; and sense of presence dimension); 2 · 2 emotional response would be lower when the desired goal is
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(condition: VR vs. reality · previous experience with VR: closer. In this study, participants in the virtual condition may
present vs. absent). With regard to ecological validity— have felt closer to nature (here, the desired object) compared
sense of presence dimension—we found a small but signifi- with those in the in vivo condition, as suggested also by the
cant interaction effect of condition with previous experience (even not significantly) higher scores of the sense of physical
[F(1, 1) = 4.245; p < 0.005; g2 = 0.084]: participants without presence in the virtual condition, compared with the natural
previous experience with VR reported significantly higher one. Moreover, consistently with literature on affect and
levels of ecological validity in the natural condition (mean = nature exposure,10 anger decreased after exposure to both
4.6; SD = 0.202) compared with the virtual one (mean = 3.51; environments. Curiously, anger decreased more in the in
SD = 0.188). Participants with previous knowledge of VR virtuo condition. In addition, amusement significantly in-
reported similar levels of ecological validity in natural creased after exposure to the in virtuo content, while it de-
(mean = 4.33; SD = .211) and virtual conditions (mean = 4.1; creased after exposure to the in vivo emotional content. This
SD = 0.231). No other significant interaction effects emerged is line with findings that VR can facilitate sympathetic ac-
regarding other variables. tivation (e.g., Chirico et al.12), thus paving the way for ac-
tivating emotions such as amusement (e.g., Gross and
Levenson22). In line with this, sadness—usually a deacti-
Discussion
vating emotion23—significantly decreased after exposure to
This is the first study that compared affect, emotions the virtual condition, and not after the natural condition.
(at dimensional and discrete levels), and sense of presence in Moreover, disgust also significantly decreased after exposure
in vivo versus in virtuo exposure. We chose a natural land- to both in vivo and in virtuo conditions, even though the
scape to maximize the probability to elicit both positive and average score was always low. This is in line with the sig-
negative affects and emotions.8,9 The two conditions were nificant general decrease of negative affect after exposure to
comparable regarding the displayed natural content, per- both environments, reflecting the beneficial effect of nature

Table 1. Pride, Amusement, Joy, Awe, Positive Affect, Physical Presence, Engagement,
Ecological Validity, and Negative Effects Descriptive Statistics and t-Test Comparison
in Real and Virtual conditions
Pre-experimental Natural condition Virtual condition Pre vs. natural Pre vs. virtual
Measure M SD M SD M SD t p t p
Pride 2.90 1.821 2.92 1.778 1.96 1.306 -1.525 0.143 1.305 0.204
Amusement 3.74 1.664 3.60 1.871 4.44 1.609 -1.346 0.191 -3.612 0.001
Joy 3.86 1.591 4.52 1.558 4.00 1.528 -0.622 0.540 -1.604 0.122
Awe 2.68 1.544 5.28 1.646 5.00 1.683 -6.535 <0.001 27.333 <0.001
Positive affect 3.114 0.6773 3.43 0.511 3.03 0.845 -0.695 0.493 -1.604 0.122
Physical presence — — 2.91 0.745 3.11 1.045 — — — —
Engagement — — 3.471 0.638 3.286 0.938 — — — —
Ecological validity — — 4.472 0.607 3.774 0.871 — — — —
Negative effects — — 1.353 0.331 1.706 0.567 — — — —
Note: n = 50. Emotions, presence dimensions, and positive and negative affect scores were not all normally distributed. Therefore, a t-test
was carried out to compare each variable level between real and virtual conditions for normally distributed variables (i.e., awe, amusement,
pride, joy, and positive affect).
Bold values correspond to significant differences, at least p < .05.
M, mean; SD, standard deviation.
4 CHIRICO AND GAGGIOLI

Table 2. Anger, Disgust, Fear, Sadness, Negative Affect, Descriptive Statistics, and Wilcoxon
Signed-Rank Comparisons in Real and Virtual Conditions
Pre-experimental Natural condition Virtual condition Pre vs. natural Pre vs. virtual
Measure M SD M SD M SD Z p Z p
Anger 2.54 1.832 2.232 1.701 1.24 0.597 -1.1 0.271 -2.724 0.006
Disgust 1.96 1.355 1.68 1.314 1.16 0.374 -0.926 0.355 -2.698 0.007
Fear 2.34 1.733 1.44 1.601 1.80 1.000 0.957 0.339 -0.758 0.449
Sadness 2.26 1.509 2.32 1.865 1.44 0.768 -0.423 0.672 -2.358 0.018
Negative affect 1.678 0.7237 1.27 0.402 1.37 0.439 -2.910 0.004 -2.750 0.006
Note: n = 50. We carried out nonparametric statistics (Wilcoxon signed-rank test) to test for significant differences between pre- and
postexposure to environments for remaining emotions (i.e., anger, fear, disgust, sadness, and negative affect) and negative affect.
Bold values correspond to significant differences, at least p < .05.
M, mean; SD, standard deviation.

in both formats (real and virtual). Finally, awe significantly more likely we experience negative effects due to interaction
increased after exposure to both environments. In this regard, with the surroundings. Moreover, the selected natural sce-
naturalistic content has resulted as one of the main elicitors nario could elicit both positive and negative emotions, thus
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of the complex emotion of awe.8 we overcome the bias related to eliciting and assessing only
This research aimed to also answer another subtler positive affect in relation to presence. Precisely, presence
question regarding the link between presence and emotions/ was related both to positive and negative affects, as well as to
affects both in real and virtual naturalistic environments. positive and negative emotions. Finally, the dimension of
Although several evidences showed a relationship between ecological validity displayed an unusual pattern. In this
presence and emotions in virtual reality environments (VREs),4 study, ecological validity showed a positive correlation with
if and how this link persists even in reality is still an open issue. positive affect, instead of with the negative one, this is line
This research showed significant correlations between dimen- with findings by Riva et al.3 Specifically, in the natural
sions of presence and emotions/affects both after the in vivo and condition, there were no significant correlations between
in virtuo exposure. Overall, the relationship between presence ecological validity and affect, whereas in the virtual condi-
dimensions and emotions or affects was far more evident in the tion, again, we found a positive link between this dimension
virtual condition compared with the natural one. Negative af- and positive affect. It is likely that people looked for the
fect was positively related with the negative effect dimension of same emotional elicitors they were accustomed to in reality
presence, maybe because participants reported negative feel- also in VR. Therefore, ecological validity may have played
ings only when they felt disoriented against the vastness of the a greater role in simulated environments than into real
panorama (i.e., feeling of uncertainty24 in front of grand stim- ones, and it could have led to a positive affect when people
uli). However, the link between presence and emotions in the perceived synthetic elicitors as being very close to the
natural condition emerged mainly between positive affect, equivalent real ones. However, this could have been a
sense of engagement, and awe. This is in line with and adds to hindrance when VR resembled exemplars of negative
Ballew and Omoto’s8 findings showing that real natural envi- emotion elicitors. For instance, disgust and ecological va-
ronments enhanced positive affect and awe as a function of the lidity were negatively related. This may suggest that the
degree of perceived absorption. perception of being close to reality could be disrupted in
On the other hand, in the virtual condition, both differently case of negative emotions, such as disgust,28 which stim-
activating (e.g., joy25 and awe26) and differently valenced ulates an avoidance action/tendency.
emotions (e.g., fear and joy) correlated with presence di- Finally, we controlled also for the effect of previous ex-
mensions. This is partially in contrast to the hypothesis that periences in VR on subsequent affect. We found that when
presence and emotions would be related, mainly regarding participants had experienced VR, they were also more prone
activating emotional states.27 Specifically, amusement and to perceive the VR scenario as closer to an authentic and real
awe displayed correlational patterns encompassing all the one. They resulted as more sensitive to the VR illusion. This
dimensions of presence, except for negative effect. Inter- is surprising since it would be plausible to assume the op-
estingly, the emotion of awe, which is alternatively con- posite. People with previous experiences of VR should be
ceived as a negative or positive status, showed positive more aware of the fictitious nature of the VRE. Therefore,
correlations with both the negative and positive affect scales. they should perceive it as less authentic. However, we
Finally, correlations between positive, negative affect, found the opposite trend. Having more VR experiences
engagement, and negative effect in both conditions may would reinforce the perception of being in front of an au-
support the thesis that the sense of presence is not only a thentic reality.
matter of a technological medium2 (e.g., VR) but it also These results may suggest that between VR and reality,
could be potentially related to any medium, even to our there are not only few degrees of separation but also that they
body.18 We use our body to interact with the surrounding might not be placed on the same continuum of experience.
world and other people. Presence could be conceived as a Our analyses were quantitative, but it would be useful to
litmus test for successful implementation of our intentions in investigate whether VR and reality could bring forth phe-
the world. The more we experience positive emotions, the nomenologically different experiences, both endowed with a
more we feel engaged. The more we live negative affect, the unique identity and the same level of authenticity.
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Table 3. Pearson Correlations Between the Eight Discrete Emotions, Positive and Negative Affects, Sense of Physical Presence, Engagement,
Ecological Validity, and Negative Effects in the In Vivo Condition
ITC-SOPI dimensions Negative affect Positive affect Anger Disgust Fear Pride Amusement Sadness Joy Awe
Sense of physical presence — — — — — — — — — —
Engagement — 0.503* — — — — — — — 0.673**
Ecological validity — — — — — — — — — —
Negative effects 0.507* — — — — — — — — —
Positive affect — — — — — — — — — 0.478**
Negative affect — — — 0.494* 0.651** — — 0.397* — —
Note: N = 15 teams.
*p < 0.05, two-tailed; **p < 0.01. We reported only significant correlations.
ITC-SOPI, ITC-Sense of Presence Inventory.

5
Table 4. Pearson Correlations Between the Eight Discrete Emotions, Positive and Negative Affects, Sense of Physical Presence, Engagement,
Ecological Validity, and Negative Effects in the In Virtuo Condition
ITC-SOPI dimensions Negative affect Positive affect Anger Disgust Fear Pride Amusement Sadness Joy Awe
Sense of physical presence 0.491* 0.690** — — — 0.527* 0.484* — 0.664* 0.771**
Engagement 0.410* 0.771** — — — 0.601** 0.721** — 0.663** 0.792**
Ecological validity — 0.700** — -0.428* — — 0.535** — 0.665* 0.680**
Negative effects 0.585* — — — 0.531** — — — — —
Positive affect — — — — — 0.396* 0.661* — 0.692** 0.680**
Negative affect — — 0.399* 0.739** — — — 0.405*
Note: N = 15 teams.
*p < 0.05, two-tailed; **p < 0.01. We reported only significant correlations.
6 CHIRICO AND GAGGIOLI

Limitations and future research 6. Morina N, Ijntema H, Meyerbröker K, et al. Can virtual
reality exposure therapy gains be generalized to real-life? A
Despite measuring positive and negative affects as well as
meta-analysis of studies applying behavioral assessments.
specific emotions, it would be useful to include other emo- Behaviour Research and Therapy 2015; 74:18–24.
tions in further studies on this topic. Specifically, it could be 7. Rothbaum BO, Anderson P, Zimand E, et al. Virtual reality
interesting to analyze gender differences related to specific exposure therapy and standard (in vivo) exposure therapy in
emotions after exposure to different media. Moreover, we the treatment of fear of flying. Behavior Therapy 2006; 37:
relied on a specific conception of presence, following the 80–90.
quadripartite model proposed in the ITC-SOPI14; however, it 8. Ballew MT, Omoto AM. Absorption: how nature experi-
could be possible to investigate other dimensions belonging ences promote awe and other positive emotions. Ecopsy-
to the sense of presence, such as realism.29 Finally, the use of chology 2018; 10:26–35.
ITC-SOPI to compare mediated and nonmediated environ- 9. McMahan EA, Estes D. The effect of contact with natural
ments is an open question that needs to be further investi- environments on positive and negative affect: a meta-
gated. Furthermore, we considered a 360 video as the most analysis. The Journal of Positive Psychology 2015; 10:507–
realistic VR format,12 but other VR formats could be tested. 519.
For instance, it would be possible to allow users to interact 10. Bowler DE, Buyung-Ali LM, Knight TM, et al. A system-
with the VRE and do the same in reality. Finally, this study atic review of evidence for the added benefits to health of
could be replicated with different natural scenarios such as exposure to natural environments. BMC Public Health
mountains (evoking a feeling of danger) or natural para- 2010; 10:456.
doxical scenarios (such as the view of the earth from outside 11. Chirico A, Glaveanu VP, Riva G, et al. Awe enhances
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its atmosphere) and a larger sample size. creative thinking: an experimental study. Creativity Re-
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12. Chirico A, Cipresso P, Yaden DB, et al. Effectiveness of
Conclusions
immersive videos in inducing awe: an experimental study.
Our findings indicated that the experiential profiles of Scientific Reports 2017; 7:1218.
exposure to natural environments in vivo and in virtuo were 13. Terraciano A, McCrae RR, Costa PT, Jr. Factorial and
not significantly different, suggesting that virtual experience construct validity of the Italian Positive and Negative Af-
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of Environmental Psychology 1991; 11:201–230.
less authentic than in a real situation, supporting the use of
16. Alvarsson JJ, Wiens S, Nilsson ME. Stress recovery during
VR and simulation technologies in these areas. Finally, at the exposure to nature sound and environmental noise. Inter-
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Author Disclosure Statement following acute-mental stress. Environmental Science and
No competing financial interests exist. Technology 2013; 47:5562–5569.
18. Berkowitz L. (1993) Aggression: its causes, consequences,
and control. New York, NY: Mcgraw-Hill Book Company.
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