2,394 research outputs found

    Functional Crosstalk between Lysine Methyltransferases on Histone Substrates: The Case of G9A/GLP and Polycomb Repressive Complex 2

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    Significance: Methylation of histone H3 on lysine 9 and 27 (H3K9 and H3K27) are two epigenetic modifications that have been linked to several crucial biological processes, among which are transcriptional silencing and cell differentiation. Recent Advances: Deposition of these marks is catalyzed by H3K9 lysine methyltransferases (KMTs) and polycomb repressive complex 2, respectively. Increasing evidence is emerging in favor of a functional crosstalk between these two major KMT families. Critical Issues: Here, we review the current knowledge on the mechanisms of action and function of these enzymes, with particular emphasis on their interplay in the regulation of chromatin states and biological processes. We outline their crucial roles played in tissue homeostasis, by controlling the fate of embryonic and tissue-specific stem cells, highlighting how their deregulation is often linked to the emergence of a number of malignancies and neurological disorders. Future Directions: Histone methyltransferases are starting to be tested as drug targets. A new generation of highly selective chemical inhibitors is starting to emerge. These hold great promise for a rapid translation of targeting epigenetic drugs into clinical practice for a number of aggressive cancers and neurological disorders

    Reducing Anxiety in Pediatric Bone Marrow Transplant Patients Using Reiki

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    Reiki, meaning universal life force energy, facilitates the flow of energy that travels naturally in and around the body. Blockages in energy flow create disease and or pain in the body; the Reiki practitioner facilitates the removal of blockages which allows for healing and restoration of balance. Anxiety in children undergoing Bone Marrow Transplant (BMT) manifests itself across all body systems and effects the care they receive during hospitalization. Children are open to the concept of energetic healing therefore, the use of Reiki for children undergoing BMT to reduce anxiety, facilitate relaxation, and ease pain makes sense. The introduction of a Hospital Based Reiki Volunteer Program (RVP) provides a unique opportunity to bring Reiki to the hospitalized pediatric patient. Watson\u27s nursing theory incorporating Caritas Consciousness is used to provide pediatric specific education to adult Reiki practitioners who will provide Reiki to the children undergoing BMT. lntroducing Reiki to pediatric BMT patients could help reduce anxiety at a Midwestern Hospital

    LE DEMANTELEMENT ACTUEL DU PIEMONT SUD ATLASIQUE: LE CAS DE LA PARTIE DISTALE DU CÔNE DE L\u27OUED IRGUITENE, TAROUDANT, MAROC

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    THE Actual Demolition of South Atlasic Piedment: Example of Down Stream Part of the Irguiten Fan, Taroudant, Morocco At the present time, the downstream part of the Irguitene fan (Souss Valley, Morocco) is currently undergoing intense erosion. Morphogenic pro­cesses operating on the Holocene fine deposits lead to the development of a spectacular badland landscape. These bad­lands in retourn evolve in pace with move a headwater ero­-sion. Two factors are responsible for their development, the first and princi­pal is an anthropogenic, it is linked to the introduction of the sugar cane in the Souss valley from 12e to the l 7e centuries which led to the desappea­ ranee of the Argane forest. The second factor is linked to the activity of a hidden fault which affected the Cretaceous underground. Its inflence is evi­ dent in the behaviour of superficial streams

    [(1R,4S)-(+)-3-Benzoyl-1,7,7-trimethyl­bicyclo­[2.2.1]heptan-2-olato-κ2 O 2,O 3](η4-norbornadiene)rhodium(I)

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    In the title complex mol­ecule, [Rh(C17H19O2)(C7H8)], the rhodium(I) metal centre is coordinated by the O atoms of a benzoyl­camphorate anion and the C=C bonds of the norbornadiene mol­ecule into a slightly distorted square-planar coordination geometry. The six-membered chelate ring is essentially planar (r.m.s. deviation = 0.0378 Å) and forms a dihedral angle of 31.67 (11)° with the phenyl ring

    A technical and tactical profile of the judokas medalists. Case of the category (-81 kg)

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    International audienceThe objective of this study was to determine the technical and tactical modalities susceptible to optimize the performance of the Olympic medalists judokas in the category (-81 kg). Our observation relate to the video recordings of twenty-one fights medalists judokas at the 2012 Olympic Games (n=4; age 26.8±4.6 years; height 180±0.1cm) who took part in 5.3±0.5 fights of average duration 303.4±88.5 seconds. The analysis focused on the frequency of techniques used; dominant technical groups, emerging techniques, technical effectiveness, combat score, attack direction and tactical option chosen. Seoi-nage was the most used technique and Ashi-waza was the most requested group. Te-waza has distinguished itself by its great variety within the Kokusai-shiai-waza. In tactics, direct attack is the most preferred option. The determined technical and tactical profile can be considered as a crucial factor in the preparation of judokas of this weight category in improving their efficiency in competition

    Dynamic Visual Acuity between Action Video Game Players (AVGPs) and Non-Action Video Game Players (NAVGPs)

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    L’efecte dels videojocs d’acció en el processament perceptiu i cognitiu del cervell s’està convertint en una interessant eina per a les habilitats visuals. En concret, els videojocs d’acció (AVG) han demostrat millorar processos atencionals, cognitius i perceptius. L’agudesa visual dinàmica (AVD) és una mesura de l’agudesa visual en presencia d’un moviment relatiu entre l’observador i l’objecte observat, que es pot avaluar en diferents velocitats i direccions. L’objectiu d’aquest estudi va ser comparar el rendiment de la AVD entre jugadors/es de videojocs d’acció (AVG) i jugadors/es de videojocs no d’acció (NAVG) en adolescents. Un total de 47 participants (N=47), d’entre 17 i 25 anys van participar en l’estudi, dels quals n=22 van entrar en el grup AVG i 25 en NAVG. Es va mesurar la AVD en 2 velocitats (2m/s i 1m/s) i en 3 contrastos diferents d’estímul (100%, 50% i 10%), obtenint 6 mesures diferents d’AVD. No es van observar diferències estadísticament significatives entre els grups amb el els valors de la AVD avaluada a 2 m/s i al 100% i 50% de contrast, P=.829, P=.514, respectivament, però si amb el 10 %, P=.020. Amb la velocitat de 1 m/s no es va observar diferències estadísticament significatives al 100% i 50 %, P=.542, P=.953, però si al 10%, P=.031. Les diferències no van ser clínicament significatives. Segons els resultats obtinguts i la metodologia emprada, aquest estudi conclou que la AVD no es veu modificada en base a l’experiència en jugar a videojocs d’acció.El efecto de los videojuegos de acción en el procesamiento perceptivo y cognitivo del cerebro se está convirtiendo en una interesante herramienta para las habilidades visuales. En concreto, los videojuegos de acción (AVG) han demostrado mejorar procesos atencionales, cognitivos y perceptivos. La agudeza visual dinámica (AVD) es una medida de la agudeza visual en presencia de un movimiento relativo entre el observador y el objetivo observado, que se puede evaluar en diferentes velocidades y direcciones. El objetivo de este estudio fue comparar el rendimiento de la AVD entre jugadores/as de videojuegos de acción (AVG) y jugadores/as no de acción (NAVG) en adolescentes. Un total de 47 participantes (N=47) de entre 17 y 25 años han participado en este estudio, de los cuales n=22 entraron en el grupo AVG y 25 en NAVG. Se midió la AVD en 2 velocidades (2 m/s y 1 m/s) y en 3 contrastes diferentes de estímulos (100%, 50% y 10%), obteniendo 6 medidas diferentes de AVD. No se observaron diferencias estadísticamente significativas entre los grupos con los valores de la AVD evaluada a 2 m/s y al 100% y 50% de contraste, P=.829, P=.514, respectivamente, pero si con el 10%, P=.020. Con la velocidad de 1m/s no se observaron diferencias estadísticamente significativas al 100% y 50%, P=.542, P=.953, pero si al 10%, P=.031. Las diferencias no fueron clínicamente significativas. Según los resultados obtenidos y la metodología emprada, este estudio concluye que la AVD no se ve modificada en base a la experiencia en jugar a videojuegos de acción.The effect of action video games on perceptual and cognitive processing of the neck is becoming an interesting idea for visual skills. Specifically, action video games (AVGs) have been shown to improve attentional, cognitive and perceptual processes. Dynamic visual acuity (DVA) is a measure of visual acuity in the presence of related motion between the observer and the observed object, which can be assessed at different speeds and directions. The aim of this study was to compare the DVA performance between action video game players (AVG) and non-action video game players (NAVG) in adolescents. A total of 47 participants (N=47), aged 17-25 years participated in the study, of which n=22 were in the AVG group and 25 in NAVG. DVA was measured at 2 speeds (2 m/s and 1 m/s) and at 3 different stimulus contrasts (100%, 50% and 10%), obtaining 6 different measures of DVA. No statistically significant differences were observed between groups with DVA values assessed at 2 m/s and at 100% and 50% contrast, P=.829, P=.514, respectively, but with 10%, P=.020. With the 1 m/s speed, no statistically significant differences were observed at 100% and 50%, P=.542, P=.953, but at 10%, P=.031. The differences were not clinically significant. According to the results obtained and the methodology employed, this study concludes that DVA was not modified based on experience in playing action video games

    Minimal utilization rate for railway maintenance windows: a cost-benefit approach

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    Methods for economic assessment are often used in the rail sector to evaluate large infrastructure investments such as new high-speed lines. With larger networks and ageing infrastructure, these methods can also be used for planning maintenance. In this paper, we focus on the newly introduced concept of maintenance windows in Sweden. These are pre-allocated slots in the train timetable dedicated to performing, among others, periodic/frequent maintenance activities. To justify the pre-allocation of such windows, this study presents a method to find minimal utilization rates depending on window designs and traffic situations. Using a cost-benefit approach, the windows are assessed using a total social cost including work costs, loss in traffic production and reliability gains in future traffic. Based on a case study from the Southern main line in Sweden, we study the minimal utilization rate in different test scenarios, i.e., night or day shifts, asset degradation functions and designs of maintenance windows. The results show that lower utilization rates (4-42%) can be accepted during low-volume traffic or for partial closures, while higher utilization rates (47-83%) are required for full closures during high-volume traffic. Whether the rates are measured as the share of used window time or the share of utilized windows is less important, especially when higher utilization is required. Sensitivity analyses of asset knowledge indicate that parameters such as asset degradation function and minimum asset quality (and to a lesser extent traffic volume, discount rate and failure likelihood) can have a substantial effect on the minimum required utilization rates

    Dariya marroquí en las comunidades de creación en línea: ejemplo de Wikipedia

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    Online creation communities - OCCs, are networks of individuals who collaborate via internet platforms in order to share and spread knowledge and content on various topics. Among the largely used OCCs in the internet, we find Wikipedia which has a mission to spread the sum of human knowledge to all people in the world. One of the pillars of Wikipedia is that all humans should be able to access information in their own languages. A particularity of this system is its decentralization and independence from any state or authority, allowing any user to be part of the community and participate directly to enrich the projects of their choice. In this context, this paper presents the existing projects aiming to provide an encyclopedic content in Moroccan Darija such as Wikipedia in Darija project. We discuss their status as well as the different challenges facing them. We conclude this paper by analyzing the future prospects of these projects and by suggesting a number of improvements and developments to follow.Las comunidades de creación en línea - CCL, son redes de personas que colaboran a través de plataformas de Internet para compartir y difundir conocimientos y contenido sobre diversos temas. Wikipedia es una de las ampliamente utilizadas CLL en el mundo, y tiene la misión de difundir todo el conocimiento humano a todas las personas en el globo. Uno de los pilares de Wikipedia es que todos los humanos deberían poder acceder a la información en sus propios idiomas. Una particularidad de este sistema es su descentralización e independencia de cualquier estado o autoridad, lo que permite a cualquier usuario ser parte de la comunidad y participar directamente para enriquecer los proyectos preferidos. En este contexto, este artículo presenta los proyectos existentes con el objetivo de proporcionar un contenido enciclopédico en dariya marroquí, como es el caso del proyecto de Wikipedia en esta lengua. En este artículo se presenta este proyecto, así como los diferentes desafíos a los que se enfrenta. Concluimos este artículo analizando las perspectivas futuras de la Wikipedia en Dariya y sugiriendo una serie de mejoras y desarrollos a seguir

    Analysis of incompatibilities between services: diagnosing all and identifying those which are fixable

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    National audienceThis text presents a tool, from its design to its implementation, which detects all incompatibilities between two service interfaces. Among all these incompatibilities, those which can be fixed by a mediator are identified. The tool focuses on behavioural dimension of service interfaces. Unlike prior work, the proposed solution does not simply check whether two services are incompatible or not, it rather provides detailed diagnosis, including the incompatibilities and for each one its location in the service interfaces. A measure of similarity between interfaces which considers outputs from the detection algorithm is proposed too. A visual report of the comparison analysis is also provided which pinpoints a set of incompatibilities that cause a behavioural interface not to simulate another one
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