191 research outputs found
Alternative Splicing in Oncogenic Kinases: From Physiological Functions to Cancer
Among the 518 protein kinases encoded by the human kinome, several of them act as oncoproteins in human cancers. Like other eukaryotic genes, oncogenes encoding protein kinases are frequently subjected to alternative splicing in coding as well as noncoding sequences. In the present paper, we will illustrate how alternative splicing can significantly impact on the physiological functions of oncogenic protein kinases, as demonstrated by mouse genetic model studies. This includes examples of membrane-bound tyrosine kinases receptors (FGFR2, Ret, TrkB, ErbB4, and VEGFR) as well as cytosolic protein kinases (B-Raf). We will further discuss how regular alternative splicing events of these kinases are in some instances implicated in oncogenic processes during tumor progression (FGFR, TrkB, ErbB2, Abl, and AuroraA). Finally, we will present typical examples of aberrant splicing responsible for the deregulation of oncogenic kinases activity in cancers (AuroraB, Jak2, Kit, Met, and Ron)
Bandit algorithms for searching large spaces
Bandit games consist of single-state environments in which an agent must sequentially
choose actions to take, for which rewards are given. The objective being to maximise
the cumulated reward, the agent naturally seeks to build a model of the relationship
between actions and rewards. The agent must both choose uncertain actions in order
to improve its model (exploration), and actions that are believed to yield high rewards
according to the model (exploitation). The choice of an action to take is called a play
of an arm of the bandit, and the total number of plays may or may not be known in
advance.
Algorithms designed to handle the exploration-exploitation dilemma were initially
motivated by problems with rather small numbers of actions. But the ideas they were
based on have been extended to cases where the number of actions to choose from is
much larger than the maximum possible number of plays. Several problems fall into this
setting, such as information retrieval with relevance feedback, where the system must
learn what a user is looking for while serving relevant documents often enough, but
also global optimisation, where the search for an optimum is done by selecting where
to acquire potentially expensive samples of a target function. All have in common the
search of large spaces.
In this thesis, we focus on an algorithm based on the Gaussian Processes probabilistic
model, often used in Bayesian optimisation, and the Upper Confidence Bound
action-selection heuristic that is popular in bandit algorithms. In addition to demonstrating
the advantages of the GP-UCB algorithm on an image retrieval problem, we
show how it can be adapted in order to search tree-structured spaces. We provide an
efficient implementation, theoretical guarantees on the algorithm's performance, and
empirical evidence that it handles large branching factors better than previous bandit-based
algorithms, on synthetic trees
Bandit algorithms in recommender systems
Peer reviewe
Training Symbol-Based Equalization for Quadrature Duobinary PDM-FTN Systems
A training symbol-based equalization algorithm is proposed for polarization
de-multiplexing in quadrature duobinary (QDB) modulated polarization division
multiplexedfaster-than-Nyquist (FTN) coherent optical systems. The proposed
algorithm is based on the least mean square algorithm, and multiple location
candidates of a symbol are considered in order to make use of the training
symbols with QDB modulation.Results show that an excellent convergence
performance is obtained using the proposed algorithm under different
polarization alignment scenarios. The optical signal-to-noise ratio required to
attain a bit error rate of 2*10-2 is reduced by 1.7 and 1.8 dB using the
proposed algorithm, compared to systems using the constant modulus algorithm
with differential coding for 4-ary quadrature amplitude modulation(4-QAM) and
16-QAM systems with symbol-by-symbol detection, respectively.Furthermore,
comparisons with the Tomlinson-Harashima precoding-based FTN systems illustrate
that QDB is preferable when 4-QAM is utilized
Protocols and Structures for Inference: A RESTful API for Machine Learning
Abstract Diversity in machine learning APIs (in both software toolkits and web services), works against realising machine learning's full potential, making it difficult to draw on individual algorithms from different products or to compose multiple algorithms to solve complex tasks. This paper introduces the Protocols and Structures for Inference (PSI) service architecture and specification, which presents inferential entities-relations, attributes, learners and predictors-as RESTful web resources that are accessible via a common but flexible and extensible interface. Resources describe the data they ingest or emit using a variant of the JSON schema language, and the API has mechanisms to support non-JSON data and future extension of service features
Experimental investigation of the effect of ionization on the 51V(p,n)51Cr reaction
The investigation of the effects of average atomic ionization on nuclear
reactions is of prime importance for nuclear astrophysics. No direct
experimental measurement using a plasma target has been done yet. In this
regard, we measured for the first time the neutron production of a (p,n)
reaction in different states of ionization. The studied nuclear reaction was
51V(p,n)51Cr. We measured a significantly lower neutron production than
expected when the target was ionized, even when taking into account existing
electron screening theory or the effect of the stopping power in the target on
the injected proton beam. This experiment is a first step in the process to
characterize the influence of ionization at astrophysically relevant energies.Comment: 20 pages, 10 figures, submitted to EP
Video games in adolescence and emotional functioning: Emotion regulation, emotion intensity, emotion expression, and alexithymia
International audienceVideo-game users represent 40% of the French population and adolescents are the primary users. Yet excessive playing of video games has become a problem in modern society and is manifesting itself in treatment centers for adolescents. Before attempting to gain insight into this problematic use, we must understand video gaming itself and its implications for the gamer. The aim of this research is to propose an understanding of video-game playing based on some dimensions of emotional functioning such as emotion regulation, emotion intensity, emotion expression, and alexithymia. A total of 159 adolescents took part in the study. Regular gamers regulated their emotions more than irregular gamers did. They also felt their emotions more intensely. But regular gamers expressed their emotions less than irregular gamers did. Finally, the regular gamers' alexithymia level was higher than the irregular gamers' level. Especially, they had more difficulty being emotionally reactive. The avatar's evolution in the virtual environment may help mediate adolescents' problematic emotional experiences to give them meaning and enable their appropriation. As such, video games may act as a medium for projecting and experiencing one's emotional life by staging the emotional self, thereby explaining the engagement of adolescents in video gaming
Profiles of Parental Burnout Around the Globe: Similarities and Differences Across 36 Countries
Parental burnout (PB) is a pervasive phenomenon. Parenting is embedded in cultural values, and previous research has shown the role of individualism in PB. In this paper, we reanalyze previously collected data to identify profiles based on the four dimensions of PB, and explore whether these profiles vary across countries’ levels of collectivistic-individualistic (COL-IND) values. Our sample comprised 16,885 individuals from 36 countries (73% women; 27% men), and we used a latent profile approach to uncover PB profiles. The findings showed five profiles: Fulfilled, Not in PB, Low risk of PB, High risk of PB and Burned out. The profiles pointed to climbing levels of PB in the total sample and in each of the three country groups (High COL/Low IND, Medium COL-IND, Low COL/High IND). Exploratory analyses revealed that distinct dimensions of PB had the most prominent roles in the climbing pattern, depending on the countries’ levels of COL/IND. In particular, we found contrast to be a hallmark dimension and an indicator of severe burnout for individualistic countries. Contrary to our predictions, emotional distance and saturation did not allow a clear differentiation across collectivistic countries. Our findings support several research avenues regarding PB measurement and intervention
Profiles of Parental Burnout Around the Globe: Similarities and Differences Across 36 Countries
Parental burnout (PB) is a pervasive phenomenon. Parenting is embedded in cultural values, and previous research has shown the role of individualism in PB. In this paper, we reanalyze previously collected data to identify profiles based on the four dimensions of PB, and explore whether these profiles vary across countries' levels of collectivistic-individualistic (COL-IND) values. Our sample comprised 16,885 individuals from 36 countries (73% women; 27% men), and we used a latent profile approach to uncover PB profiles. The findings showed five profiles: Fulfilled, Not in PB, Low risk of PB, High risk of PB and Burned out. The profiles pointed to climbing levels of PB in the total sample and in each of the three country groups (High COL/Low IND, Medium COL-IND, Low COL/High IND). Exploratory analyses revealed that distinct dimensions of PB had the most prominent roles in the climbing pattern, depending on the countries' levels of COL/IND. In particular, we found contrast to be a hallmark dimension and an indicator of severe burnout for individualistic countries. Contrary to our predictions, emotional distance and saturation did not allow a clear differentiation across collectivistic countries. Our findings support several research avenues regarding PB measurement and intervention
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