2,033 research outputs found

    Uveitis and juvenile idiopathic arthritis: A cohort study

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    OBJECTIVE: Assess the incidence of intraocular inflammation (uveitis) and ocular complications in children with various types of JIA in a single cohort of patients. PATIENTS: Included are 172 children (35 boys and 137 girls) diagnosed with JIA. All underwent thorough initial ophthalmologic examination and were followed for a minimum of 3 years. RESULTS: Of 172 children with JIA, 152 (88.4%) presented with arthritis. Uveitis was detected in 14 of the152 children (9.2%) during the first ophthalmic examination. In 17 additional patients of this group (11.2%), uveitis developed during the follow up period of up to 15 years. Twenty children out of the total of 172 (11.6%) presented initially with uveitis. In children developing uveitis before or along with arthritic manifestations, the ocular disease was chronic with a high rate of secondary complications (band keratopathy, glaucoma, posterior synechiae and cataract). In all affected eyes the initial ocular inflammation was typically confined to the anterior segment. On longer follow up however, most children developed binocular disease and posterior segment involvement. Dense cataract and amblyopia were the major cause of severe visual disabilities. CONCLUSION: Pauciarticular JIA is associated with intraocular inflammation (uveitis) early during the arthritic disease course. The ocular disease course is unpredictable. Therefore education of parents regarding its signs and symptoms is of utmost importance. To preserve functional vision, secondary ocular complications and amblyopia should be avoided

    Hydrodynamic model, simulation and linear control for Cormoran-AUV

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    This work shows the mathematic calculation for obtention of a Cormoran-AUV hydrodynamic model, it also shows a linar control design for a path tracking. The model has been simplified to three degrees of freedom of movement and the whole system has been simulated using Matlab Simulink Software. The system has been linearizated for different velocities to design a linear control for each one of them. However, all resulting systems can be controlled by a unique linear control due characteristics of the vehicle. The designed control is a PD controller, which avoids the position error since the pole of the vehicle model is at the origin. Different paths have been simulated using this control and their results have been comparated in both rising time as establish time.Postprint (published version

    The Effects of Deep Water Running and Cold Water Immersion on Muscle Soreness

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    Delayed onset muscle soreness (DOMS) is caused from any type of activity that places unaccustomed loads on a muscle. Athletes are consistently pursuing methods to help decrease soreness. The purpose of this study is to evaluate the effects of deep water running (DWR) and cold water immersion (CWI) on perceived muscle soreness and creatine kinase (CK) activity. Healthy participants (males=2, females =12; mean ± SD, 22.8 + 4.9 yrs; 38.0 + 7.8 yrs VO2max; 113.6 + 27.3 lbs 1RM) completed five days of data collection. Seven days following a 1 repetition maximum (1RM), participants completed an eccentric exercise bout on the prone hamstring curl (4 sets of 10 repetitions, 120% 1 RM). Immediately following the exercise protocol, participants were randomized to one of three treatments: (1) CWI protocol (5 min in water 10 °C, 2.5 min out, 5 min in water 10 °C), (2) DWR protocol (10 min at 60% age predicted heart rate max), or (3) control (CON) protocol (sit quietly for 10 min). Blood was collected at 4 time points: pre-exercise, immediately postexercise, 24 h postexercise, and 48 h postexercise. Perceived muscle soreness was measured using a visual analogue scale (0-10 pain). There were no differences in creatine kinase activity and muscle soreness across trials. Creatine kinase activity significantly increased from baseline (mean=24.5, SD=40.4 Units/L) to 48 h postexercise (mean=165.1, SD=85.3 Units/L) and perceived muscle soreness (pre=.4, SD=.7, post=5.6, SD=2.2) was significantly greater 48 h post eccentric bout (

    Um jogo para incentivar o uso de diretrizes de acessibilidade na construção de produtos digitais

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    Existem diversas iniciativas em prol da acessibilidade digital no Brasil e no mundo. No entanto, apesar da criação de leis garantindo esse direito e de informações gratuitas disponíveis online para torná-la uma realidade, as diretrizes de acessibilidade ainda não são consideradas pelos desenvolvedores de produtos digitais - responsáveis por incluir a acessibilidade no planejamento e execução de seus projetos. Por isso, este trabalho buscou uma forma de conscientizá-los através do conhecimento de por que desenvolver com acessibilidade e como, para que passem a desenvolver seus produtos de forma acessível e assim a iniciativa se multiplique. Para este trabalho, optou-se por utilizar as etapas do Design Thinking de Tim Brown aliadas a algumas técnicas da metodologia de Vianna et al. Além disso, buscou-se a metodologia de Arruda a fim de orientar as etapas do jogo criado, permeando todas as técnicas de desenvolvimento do projeto e garantindo que o entregável final fosse um protótipo de jogo coerente. O protótipo foi desenvolvido em alta fidelidade através do Game Maker Studio 2.0, a fim de ser jogável e, desta forma, possível de ser validado por usuários do público alvo. Assim sendo, foi testado e alterado a partir dos problemas de usabilidade encontrados, sendo testado novamente com o público alvo após realizadas as alterações. O jogo provou-se capaz de conscientizar desenvolvedores de produtos digitais sobre o "porquê", mas a conscientização sobre o “como fazer” ainda precisa de ajustes. O jogo, ao tornar-se divertido, fez com que fosse mais difícil para os jogadores prestar atenção nas dicas que aparecem na tela. Espera-se que, no futuro, o projeto do jogo possa ser continuado, resolvendo problemas de licença de software e colocando-o como parte de um website com conteúdo extra de aprendizado para desenvolvedores, oferecendo ferramentas para que o interesse se transforme em prática.There are various initiatives in favor of ensuring digital accessibility in Brazil and around the globe. However, in spite of the creation of even laws ensuring this right and free information about this available online in order to turn it into reality, the accessibility requirements are still unconsidered by developers, the responsables for including these requirements in the planning and execution of their projects. That is why this work has searched for a way to raise awareness about accessibility using the knowledge of why and how to develop considering these rules, so the developers can begin applying them in their projects and the initiative may multiply. This work used the steps in Tim Brown's Design Thinking allied to techniques from Vianna et al. Also, the methodology of Arruda was used with the end of orienting the stages of the game, being present in every development technique and assuring that the final product is a coherent game prototype. The prototype was developed in high fidelity using Game Maker Studio 2.0 so that it could be played by users and then validated. Therefore, it was first tested and changed based on the usability problems found. After, it was tested again considering the changes performed. The game has proved able to raise awareness on developers about "why" to develop considering accessibility, but to properly raise awareness about "how" to develop that way, the game still needs adjustments. By becoming fun, the game made it harder for players to pay attention to the tips that appeared on the screen. Hopefully, in the future, the game will be continued, resolving issued considering software license and setting it as part of a website containing extra learning content for developers, offering tools so that the interest can be turned into practice

    Polymeric Separation Media: Binding of a§ unsaturated Carbonyl Compounds to Insoluble Resins through Michael Additions or Chelation of Derivatives

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    This is the publisher's version, also available electronically from "http://www.degruyter.com"

    Linear control design for a path planning of AUV-Cormoran

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    This work shows a linearization for a AUV-Cormoran dynamic mathematical model with the aim of designing linear controllers for trajectory control. The model is developed under 3 degrees of freedom and the whole system has been simulated in Matlab Simulink environment. The linearization model is based on understanding the dynamics of the vehicle under different operating speeds, which present a different behavior, yet to be controlled by a single linear controller. For the linear control has raised the PD control that allows eliminate the position error, performing simulations of different trajectories and comparing its results in stability.Peer ReviewedPostprint (published version

    Haciendo mundo y haciéndonos en él mediante la experiencia estética

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    Due to the quest for objectivity and universality of philosophical aesthetics as an academic discipline, aesthetic experience has been confronted with everyday life, losing the enrichment of a context and its relation to moral and cultural values and utility. As a consequence, the lack of recognition of these values by the academic discipline has led to a fragmentation of aesthetic experience that has resulted in ignorance of the role aesthetics plays in everyday life. In the following paper, the need to reconcile aesthetic experience with everyday life will be presented through Yuriko Saito's concept of world-making, which is an understanding of the world as a common project to which we all contribute through the choices we make in relation to aesthetic experience. On the other hand, it will also try to show why becoming aware of the place of aesthetic experience in everyday life would help to understand the relationship we have with the world, as a consequence of aesthetic experience, through our action; and how, ultimately, the impact of our action on the world reverts on ourselves because the world is the sustenance of our opportunities, and ultimately, of our life.Debido a la búsqueda de objetividad y universalidad de la estética filosófica como disciplina académica, la experiencia estética se ha visto enfrentada a la vida cotidiana, perdiendo el enriquecimiento de un contexto y su relación a valores morales, culturales y a la utilidad. Como consecuencia, la falta de reconocimiento de estos valores por parte de la disciplina académica ha conducido a una fragmentación de la experiencia estética que ha concluido en la ignorancia del papel que toma esta en el día a día. En el siguiente trabajo se pretende exponer la necesidad de reconciliar nuevamente la experiencia estética con la vida cotidiana a través del concepto de world-making de Yuriko Saito, que consiste en la comprensión del mundo como un proyecto común en el que todos contribuimos mediante las decisiones que tomamos en relación a la experiencia estética. Por otro lado, también se tratará de mostrar por que? tomar conciencia del lugar que tiene la experiencia estética en la vida cotidiana ayudaría a entender la relación que tenemos con el mundo, como consecuencia de la experiencia estética, a través de nuestra acción; y cómo, en definitiva, el impacto de nuestra acción en el mundo revierte sobre nosotros mismos por ser el mundo el sustento de nuestras oportunidades, y en definitiva, de nuestra vida

    A Systematic Search for Structure-Activity Relationships of Skin Contact Sensitizers: Methodology

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    A computerized resource for the systematic evaluation of the structure-activity relationships and other aspects of contact allergens is described. This resource consists of a data base of results of contact dermatitis tests and a structural classification scheme for contact allergens that is called a Structure-Activity (S/A) Tree. The data base now contains approximately 2200 test results extracted from the journal Contact Dermatitis (1975–1982) and is continually being expanded. The S/A Tree is being developed to provide an index to structure-activity relationships of contact allergens; 63 structural groups are currently indexed. Analyses of benzoquinones and gallic acid esters are presented as examples of the potential application of this resource to such problems as the identification of potential cross-reactants, appropriate test concentrations and vehicles, and the reliability of available test results
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