39 research outputs found

    Methodology comparison for canopy structure parameters extraction from digital hemispherical photography in boreal forests

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    The retrieval of canopy architectural parameters using off-the-shelf digital cameras with fish-eye lens is investigated. The technique used takes advantage of the sensor’s linear response to light of these cameras to improve the estimation of gap fraction using: (1) the digital numbers of mixed sky-canopy pixels to estimate the within-pixel gap fraction; and (2) this process is done considering the variation in view zenith angle to take into account the sky radiance distribution and the canopy multiple scattering effects. The foliage element clumping index is retrieved over a wide range of view zenith angles using: (1) the accumulated gap size distribution theory developed for the TRAC by Chen and Cihlar (1995a); (2) the Lang and Xiang (1986) finite-length averaging method; and (3) a method combining the gap size distribution and the Lang and Xiang finite-length methods. Using data from Canadian and Russian boreal forests, comparisons of gap fraction, clumping index and plant area index measured with the tracing radiation and architecture of canopies (TRAC) and digital hemispherical photography are presented. Evaluation of the LAI estimated from digital hemispherical photography with allometric LAI of two boreal forest stands suggest that that the clumping index combined method may be more accurate

    Age differences in physiological responses to self-paced and incremental V˙O2max\dot V O_{2max} testing

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    Purpose: A self-paced maximal exercise protocol has demonstrated higher V˙O2max\dot V O_{2max} values when compared against traditional tests. The aim was to compare physiological responses to this self-paced V˙O2max\dot V O_{2max} protocol (SPV) in comparison to a traditional ramp V˙O2max\dot V O_{2max} (RAMP) protocol in young (18–30 years) and old (50–75 years) participants. Methods: Forty-four participants (22 young; 22 old) completed both protocols in a randomised, counter-balanced, crossover design. The SPV included 5 × 2 min stages, participants were able to self-regulate their power output (PO) by using incremental ‘clamps’ in ratings of perceived exertion. The RAMP consisted of either 15 or 20 W min1^{−1}. Results: Expired gases, cardiac output (Q), stroke volume (SV), muscular deoxyhaemoglobin (deoxyHb) and electromyography (EMG) at the vastus lateralis were recorded throughout. Results demonstrated significantly higher V˙O2max\dot V O_{2max} in the SPV (49.68 ± 10.26 ml kg1^{−1} min1^{−1}) vs. the RAMP (47.70 ± 9.98 ml kg1^{−1} min1^{−1}) in the young, but not in the old group (>0.05). Q and SV were significantly higher in the SPV vs. the RAMP in the young (0.05). No differences seen in deoxyHb and EMG for either age groups (>0.05). Peak PO was significantly higher in the SPV vs. the RAMP in both age groups (<0.05). Conclusion: Findings demonstrate that the SPV produces higher V˙O2max\dot V O_{2max}, peak Q and SV values in the young group. However, older participants achieved similar V˙O2max\dot V O_{2max} values in both protocols, mostly likely due to age-related differences in cardiovascular responses to incremental exercise, despite them achieving a higher physiological workload in the SPV

    Genetic variants associated with subjective well-being, depressive symptoms, and neuroticism identified through genome-wide analyses

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    Very few genetic variants have been associated with depression and neuroticism, likely because of limitations on sample size in previous studies. Subjective well-being, a phenotype that is genetically correlated with both of these traits, has not yet been studied with genome-wide data. We conducted genome-wide association studies of three phenotypes: subjective well-being (n = 298,420), depressive symptoms (n = 161,460), and neuroticism (n = 170,911). We identify 3 variants associated with subjective well-being, 2 variants associated with depressive symptoms, and 11 variants associated with neuroticism, including 2 inversion polymorphisms. The two loci associated with depressive symptoms replicate in an independent depression sample. Joint analyses that exploit the high genetic correlations between the phenotypes (|ρ^| ≈ 0.8) strengthen the overall credibility of the findings and allow us to identify additional variants. Across our phenotypes, loci regulating expression in central nervous system and adrenal or pancreas tissues are strongly enriched for association.</p

    The Churches' Bans on Consanguineous Marriages, Kin-Networks and Democracy

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    Programmed Cell Death in a Chick Model of Diabetic Embryopathy.

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    Diabetes mellitus in the mother is the one of the most prominent instigators of birth defects. Here we continue an investigation into the effects of increased glucose environment on the developing Gallus gallus domesticus embryo. A 30mM glucose solution was injected into the yolk of Hamburger and Hamilton stage 6 (HH6) embryos. Controls included saline injected and un-injected eggs. At ~HH14 and ~HH18 stages embryos from all treatment groups were assessed for gross malformation. Neural tube deformities and cardiac defects were most frequently observed. We hypothesize that programmed cell death plays a role in the malformations. Embryos from all treatment groups were assayed for apoptotic cells using an in situ cell death detection kit. An expansion of the pattern and intensity of stained apoptotic cells was observed in embryos treated with 30mM glucose compared to controls. Future studies will explore the timing of apoptosis relative to glucose injection

    An Augmented Reality Basketball Game for the Environment

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    The purpose of this presentation is to share a fun and interactive game designed to encourage users to properly dispose of their waste, even those users who might not be particularly interested or passionate about the health of the environment. Using augmented reality technology with mobile devices, the application will be based on the game of trash can basketball where the user is rewarded for properly disposing of different types of waste a basket. The game will automatically record the throw and it will keep track of the times they successfully ‘throw’ the trash in the basket versus when they miss. This is in the hopes of awakening the competitive spirit among players, giving them a stronger purpose to keep disposing of waste in a more frequent manner while still having fun. While simple, this project is important because it offers users entertainment and satisfaction of contributing in a positive way to society. Finally, this project will offer me the opportunity to improve my expertise to take on bigger, more influential developer projects in the future

    Mobile Augmented Reality for Validating Embodied Learning Agents

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    Recent research suggests that Augmented Reality (AR) is an emerging technology that can help students learn important concepts about complex subjects. The purpose of this study is to explore the impacts of this new innovative technology for teaching concepts in a classroom environment. Specifically, the study is motivated by an interest in exploring educational applications of AR combined with mobile technology that could potentially provide engaging contextualized learning for understanding concepts related to STEM careers; more specifically statistics education. This research Is important because it aims to better understand if AR can help support either deep or surface knowledge acquisition approaches to learning. This study is still in progress, however, the major findings and conclusions will be presented during the poster presentation

    CogSketch: An Intelligent Tutoring System Designed to Enhance Engineering Free Body Drawing Ability

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    Lacking from current engineering education, students often struggle to find resources to help support their ability to learn the important problem solving skill of free body drawing. CogSketch is a new intelligent tutoring system designed to provide problem solving practice with feedback. To assess the efficacy of the tool, we conducted a study to compare student’s performance using CogSketch to a human tutor. To measure performance, we used biometric sensors to detect students’ behaviors and emotions while being tutored. The sensors include eye-tracking and facial expression recognition. This research is important because an intelligent tutoring program can later be used as another way to develop a better learning outcome for engineering students. This research is still in progress, however, we will share current results and conclusions during the poster presentation
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