41 research outputs found
The addition of a sagittal image fusion improves the prostate cancer detection in a sensor-based MRI /ultrasound fusion guided targeted biopsy
Background To explore the diagnostic benefit of an additional image fusion of
the sagittal plane in addition to the standard axial image fusion, using a
sensor-based MRI/US fusion platform. Methods During July 2013 and September
2015, 251 patients with at least one suspicious lesion on mpMRI (rated by PI-
RADS) were included into the analysis. All patients underwent MRI/US targeted
biopsy (TB) in combination with a 10 core systematic prostate biopsy (SB). All
biopsies were performed on a sensor-based fusion system. Group A included 162
men who received TB by an axial MRI/US image fusion. Group B comprised 89 men
in whom the TB was performed with an additional sagittal image fusion. Results
The median age in group A was 67 years (IQR 61–72) and in group B 68 years
(IQR 60–71). The median PSA level in group A was 8.10 ng/ml (IQR 6.05–14) and
in group B 8.59 ng/ml (IQR 5.65–12.32). In group A the proportion of patients
with a suspicious digital rectal examination (DRE) (14 vs. 29%, p = 0.007) and
the proportion of primary biopsies (33 vs 46%, p = 0.046) were significantly
lower. The rate of PI-RADS 3 lesions were overrepresented in group A compared
to group B (19 vs. 9%; p = 0.044). Classified according to PI-RADS 3, 4 and 5,
the detection rates of TB were 42, 48, 75% in group A and 25, 74, 90% in group
B. The rate of PCa with a Gleason score ≥7 missed by TB was 33% (18 cases) in
group A and 9% (5 cases) in group B; p-value 0.072. An explorative
multivariate binary logistic regression analysis revealed that PI-RADS, a
suspicious DRE and performing an additional sagittal image fusion were
significant predictors for PCa detection in TB. 9 PCa were only detected by TB
with sagittal fusion (sTB) and sTB identified 10 additional clinically
significant PCa (Gleason ≥7). Conclusion Performing an additional sagittal
image fusion besides the standard axial fusion appears to improve the accuracy
of the sensor-based MRI/US fusion platform
Visual accelerated and olfactory decelerated responses during multimodal learning in honeybees
Strube-Bloss M, Günzel P, Nebauer CA, Spaethe J. Visual accelerated and olfactory decelerated responses during multimodal learning in honeybees. Frontiers in Physiology. 2023;14.To obtain accurate information about the outside world and to make appropriate decisions, animals often combine information from different sensory pathways to form a comprehensive representation of their environment. This process of multimodal integration is poorly understood, but it is common view that the single elements of a multimodal stimulus influence each other’s perception by enhancing or suppressing their neural representation. The neuronal level of interference might be manifold, for instance, an enhancement might increase, whereas suppression might decrease behavioural response times. In order to investigate this in an insect behavioural model, the Western honeybee, we trained individual bees to associate a sugar reward with an odour, a light, or a combined olfactory-visual stimulus, using the proboscis extension response (PER). We precisely monitored the PER latency (the time between stimulus onset and the first response of the proboscis) by recording the muscle M17, which innervates the proboscis. We found that odours evoked a fast response, whereas visual stimuli elicited a delayed PER. Interestingly, the combined stimulus showed a response time in between the unimodal stimuli, suggesting that olfactory-visual integration accelerates visual responses but decelerates the olfactory response time
Presentation1_Visual accelerated and olfactory decelerated responses during multimodal learning in honeybees.pdf
To obtain accurate information about the outside world and to make appropriate decisions, animals often combine information from different sensory pathways to form a comprehensive representation of their environment. This process of multimodal integration is poorly understood, but it is common view that the single elements of a multimodal stimulus influence each other’s perception by enhancing or suppressing their neural representation. The neuronal level of interference might be manifold, for instance, an enhancement might increase, whereas suppression might decrease behavioural response times. In order to investigate this in an insect behavioural model, the Western honeybee, we trained individual bees to associate a sugar reward with an odour, a light, or a combined olfactory-visual stimulus, using the proboscis extension response (PER). We precisely monitored the PER latency (the time between stimulus onset and the first response of the proboscis) by recording the muscle M17, which innervates the proboscis. We found that odours evoked a fast response, whereas visual stimuli elicited a delayed PER. Interestingly, the combined stimulus showed a response time in between the unimodal stimuli, suggesting that olfactory-visual integration accelerates visual responses but decelerates the olfactory response time.</p
The Philospphy opf Computher Games 2011
Conference website: http://2011.gamephilosophy.org/Call for Papers: We hereby invite scholars in any field of studies who take a professional interest in the phenomenon of computer games to submit papers to the international conference “The Philosophy of Computer Games 2011″, to be held in Athens, Greece, on April 6th-9th 2011.Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will also attempt to use specific examples rather than merely invoke “computer games” in general terms. The over-arching theme of the conference is Player Identity. Papers are encouraged to explore one of the following topics and invited speakers will focus on this area. On the other hand, this is not the sole domain the conference will cover and submissions dealing with other relevant aspects of game philosophy are also welcome.Player-Avatar IdentityIn describing gameplay there seems to be a presumed identity-relation between the player and her avatar. What an avatar does can be taken to be what the player does, and what happens to the avatar can be taken to happen to the player. This presumption even makes it possible for a player to point to her avatar and claim “that is me”.What is the nature of the reported identity-relation between player and avatar either as a cognitive relation (such as the construction of one’s self-image and projected intentionality), as a form of embodiment or as a metaphysical relation capable of directly extending personal identity to the avatar?Identity and Conceptions of the SelfModern philosophy offers various models and critiques of the self (and the ‘other’) through the work of Descartes, Husserl, Wittgenstein etc. Computer games – explicitly as well as implicitly – adopt these models and offer interactive representations of self-models that can be acted out and thereby evaluated.What are the affinities between such philosophical models of the self and the structural elements of computer games? Do the models express or contradict the structures?Identity and ImmersionIssues of identity in virtual environments, and consequently in digital games, have been discussed primarily from the perspective of the opportunities for formation, experimentation and expression of social identity. These discussions importantly highlight the role that games play in re-writing identity through digital gameplay. The focus here is on the presentation of self to others in a virtual environment. This addresses one aspect of immersion, namely the increased sense of inhabiting the environment by virtue of others being aware of the player within the environment.We invite papers on a second, equally important aspect of immersion-as-habitation: the effect that this sense of habitation of virtual environments has on the self. What is the influence on player identity of absorbing into consciousness a game-world and its inhabitants?Identity, Artifacts and MemoryRecent philosophical (and technological) studies of ontologies for digital documentation and archiving practices connected with the coding and verification of personal, collective, artefactual and other cultural identities make it of pressing interest to examine the role of gameplay activities and digital artefacts that represent new forms of cultural capital. These can be viewed as traces of an ongoing narrative construction of individual and collective memories and identities deposited in game worlds.How is the construction, during gameplay, of individual and collective gameplay identities, memories and forms of gaming capital, related to eventual digital artefacts that derive from such activities?Your abstract should not exceed 1000 words including bibliography. If your submission falls under one of the four headings, please indicate which one.Deadline for submissions is 17.00 GMT, February 1st, 2011. Send your abstract to [email protected] submitted abstracts will be subject to double blind peer review, and the program committee will make a final selection of papers for the conference on the basis of this. A full paper draft must then be submitted by March 31st and will be made available on the conference website. There will be an opportunity to revise the paper after the conference.Notification of accepted submissions will be sent out by March 1st, 2011
The place and eplication of History of art and critics in plastic arts education
Sanat derslerini ve temel sanat eğitimi derslerini uygulamaya yönelik tek boyutlu biçimden kurtararak, çok yönlü ve karmaşık bir süreç olarak ele almak ve bu bütünlüğü her zaman göz önünde bulundurarak uygulamak gerekmektedir. Bireylerin, evrensel bir dil olan sanat alanında tanımlama, çözümleme yapabilme, yorumlar geliştirip, yargılarda bulunabilme becerilerini geliştirmek, kişilerin birer dünya insanı olmalarını sağlamak, sanat derslerinin görevlerindendir. Bu da sanat derslerinin kapsamının içine eğitsel sanat eleştirisi ve sanat tarihi disiplinlerinin uygulanmasıyla mümkündür. Yapılan araştırmanın amacı, ilköğretim yedinci sınıf görsel sanatlar dersinde uygulanan sanat tarihi ve sanat eleştirisi öğretiminin öğrenci kazanımlarına etkisini belirlemektir. Araştırmanın örneklemi, 2007-2008 öğretim yılında İzmir ilinde bulunan Karabağlar Nazire Merzeci İlköğretim Okulu'nun 7. sınıfında öğrenim gören toplam 40 öğrenciden oluşmaktadır. Araştırma kapsamında araştırmacının geliştirdiği, öğrencilerin başarı düzeylerini ölçmeye yönelik görsel sanat kültürü başarı testi uygulanmıştır. Aynı zamanda öğrencilerin uygulama çalışmalarının da değerlendirmeleri yapılarak deney ve kontrol grupları arasındaki farklılıklar belirtilmiştir. It' s always needed to apply the art classes and basic art education classes by changing the form of application from a single dimension and to handle the whole period as complex and multi-sided as always taking all these points in to consideration. Individuals' making descriptions, anylysis, developing the ability to make interpretaions, making judgements on the the subject of art, an international language, are the main duties of art classes. This is possible as applying the history of arts disciplines and educational art critics in to the art classes. The aim of the search done is to modify the impact of the history of art class and art critics' education to the studets'advantage applied in the seventh grade visual arts class. The example of the search consists of fourty students who are attending the 7th grade at Karabağlar Nazire Merzeci Primary Education school in İzmir province during 2007- 2008 training year. Within the context of the search, a success test about visual arts cultura developed by the searcher was applied to the students to measure their level of success. In addition to this, it was modified the differences between the control groups by evalmating the students' training works
The Philosophy of Computer Games
International Conference: The Philosophy of Computer Games, Department of Arts and Media, European Media Studies, University of Potsdam, Germany, 08-10.05.2008.---Conference AimsThe purpose of this conference is to initiate an investigation into how current research on computer games touches upon philosophical issues. In line with this purpose, the conference is interdisciplinary, drawing together researchers from diverse fields such as: philosophy, computer game-theory, semiotics, aesthetics, sociology, psychology, and anthropology.The conference is a collaboration between the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo, Norway; the Philosophical Project Centre (FPS), Oslo, Norway; the Center for Computer Games Research at the IT-University of Copenhagen, Denmark; the Department of Social, Cognitive and Quantitative Science at the University of Modena and Reggio Emilia, Italy; and the Department of Arts and Media, European Media Studies at the University of Potsdam, Germany.The 2008 conference is the third international instalment of “The Third Place”, an ongoing project on philosophical problems arising from the increasing cultural and societal significance of computer games.The first instalment, the international conference “The Third Place: Computer Games and Our Conception of the Real”, was a shared initiative of FPS in Oslo and the Center for Computer Games Research at the IT-University of Copenhagen . It took place at the IT-University of Copenhagen from May 20-21, 2005.The second instalment, the international conference “The Philosophy of Computer Games: An Interdisciplinary Conference”, took place in Italy at the Department of Social, Cognitive and Quantative Sciences of the University of Modena and Reggio Emilia, from January 25-27, 2007.---OrganizationThe program committee consists of the following people:Espen Aarseth, director of the Center for Computer Games, Research at the IT-University of Copenhagen (chair),Olav Asheim, professor at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo,Dieter Mersch, professor at the Department of Arts and Media, European Media Studies at the University of Potsdam,Patrick Coppock, university researcher at the Department of Social, Cognitive and Quantitative Science at the University of Modena/Reggio Emilia,Hallvard Fossheim, assistant professor at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo---The organizing committee consists of the following people:Michael Liebe, Ph. D. candidate at the Department of Arts and Media, European Media Studies at the University of Potsdam (chair),Stephan Günzel, assistant professor at the Department of Arts and Media, European Media Studies at the University of Potsdam,Anita Leirfall, assistant professor at the University of Life Sciences, Ås and Ph. D. candidate at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo,John Richard Sageng, Ph. D. candidate at the Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo,Tarjei Mandt Larsen, Ph. D. candidate at the Department of Philosophy, University of Tromsø,---The review board consists of the following people:Adam R. Briggle, University of Twente, Anita Leirfall, University of Bergen/Oslo, Annakaisa Kultima, University of Tampere, Bo Kampmann Walther, University of Southern Denmark, Dan Pinchbeck, University of Portsmouth, Edward H. Spence, University of Twente, Gordon Calleja, IT University of Copenhagen, Grant Tavinor, Lincoln University, Hanna Sommerseth, The University of Edinburgh, John Richard Sageng, University of Oslo, Jonathan Frome, University of Central Florida, Michael Liebe, University of Potsdam, Miguel Sicart, IT University of Copenhagen, Nicolas De Warren, Wellesley College, Ole Ertløv Hansen, Aalborg Universitet, Olli Leino, IT University of Copenhagen, Ragnhild Tronstad, University of Oslo, Ren Reynolds, Virtual Policy Network, Richard Clarkson, University of Durham, Stephan Günzel, University of Potsdam, Tarjei Mandt Larsen, University of Troms
The Philospphy of Computer Games 2009
The aim of this conference is to contribute to the development of discussions of philosophical problems that are raised by the study of computer games. This conference is the end result of an initiative originally taken 2005, when Filosofisk Prosjektsenter and the Department of Philosophy, Classics, History of Art and Ideas at University of Oslo, contacted Center for Computer Games Research at the IT-University of Copehagen about organizing a workshop on philosophical problems that arise in games research.Since then, an ever expanding group of partners have been involved in the effort. The next conference was held in Reggio-Emilia, Italy in 2007 and the last was held in Potsdam, Germany 2008.The contributors have so far been dominated by media researchers, but we are hoping to increase the presence of traditional philosophers with an interest for this subject.Call for PapersWe hereby invite scholars in any field who take a professional interest in the phenomenon of computer games to submit papers to the international conference “The Philosophy of Computer Games 2009″, to be held in Oslo, Norway, on August 13-15, 2009. Accepted papers will have a clear focus on philosophy and philosophical issues in relation to computer games. They will also attempt to use specific examples rather than merely invoke “computer games” in general terms. We invite submissions focusing on, but not limited to, thefollowing three headings: Fictionality and Interaction: Computer games are often conceived as a setting for fictional narratives, facts, objects and events, although the interactive setting is thought to give fictionality a special character and to be intertwined with non-fictional aspects in various ways. We invite papers on relevant discussions offictionality, narrative, fictional objects, simulation, virtuality, and kindred cognitive notions like make-believe, pretense, and imagination.Defining Computer Games: Is it possible to point to some defining characteristic(s) of computer games? We are especially interested in discussions of formal definitions of computer games in terms of characteristics such as rules, play, representation, computation, affordances, interaction, negotiable consequences, and so on. We welcome both constructive and critical discussions, as long as they are directed at clearly articulated proposals.Ethical and Political Issues: What are the ethical responsibilities of game-makers in relation to individual gamers and society ingeneral? What role, if any, can games serve as a critical cultural corrective in relation to traditional forms of media and communicative practices, for example in economy and politics? Also, what isthe nature of the ethical norms that apply within the gaming context, and what are the factors that allow or delimit philosophical justifications of their application there or elsewhere?Your abstract should not exceed 1000 words. If your submission falls under one of the three headings, please indicate which one. Send your abstract to [email protected]. All submitted abstracts will be subject to double blind peer review, and the program committee will make a final selection of papers for the conference on the basis of this. Full manuscripts must be submitted by August 8, and will be made available on the conference website.Deadline for submissions is June 1, 2009. Notification of accepted submissions will be sent out by June 10, 2009.Olav Asheim, Miguel Sicart, Frans Mäyrä, Patrick Coppock, Sten Ludvigsen, Ole Ertløv Hansen, Stephan Günzel, Rune Klevjer, John Richard Sageng,Ragnhild Tronsta