26 research outputs found
Histopathological Observation of Immunized Rhesus Macaques with Plague Vaccines after Subcutaneous Infection of Yersinia pestis
In our previous study, complete protection was observed in Chinese-origin rhesus macaques immunized with SV1 (20 ”g F1 and 10 ”g rV270) and SV2 (200 ”g F1 and 100 ”g rV270) subunit vaccines and with EV76 live attenuated vaccine against subcutaneous challenge with 6Ă106 CFU of Y. pestis. In the present study, we investigated whether the vaccines can effectively protect immunized animals from any pathologic changes using histological and immunohistochemical techniques. In addition, the glomerular basement membranes (GBMs) of the immunized animals and control animals were checked by electron microscopy. The results show no signs of histopathological lesions in the lungs, livers, kidneys, lymph nodes, spleens and hearts of the immunized animals at Day 14 after the challenge, whereas pathological alterations were seen in the corresponding tissues of the control animals. Giemsa staining, ultrastructural examination, and immunohistochemical staining revealed bacteria in some of the organs of the control animals, whereas no bacterium was observed among the immunized animals. Ultrastructural observation revealed that no glomerular immune deposits on the GBM. These observations suggest that the vaccines can effectively protect animals from any pathologic changes and eliminate Y. pestis from the immunized animals. The control animals died from multi-organ lesions specifically caused by the Y. pestis infection. We also found that subcutaneous infection of animals with Y. pestis results in bubonic plague, followed by pneumonic and septicemic plagues. The histopathologic features of plague in rhesus macaques closely resemble those of rodent and human plagues. Thus, Chinese-origin rhesus macaques serve as useful models in studying Y. pestis pathogenesis, host response and the efficacy of new medical countermeasures against plague
How art constitutes the human : aesthetics, empathy, and the interesting in autofiction
This chapter examines âgraphic autofictionâ in Lynda Barryâs One! Hundred! Demons! (2002) and What It Is (2009) and Phoebe Gloecknerâs A Childâs Life and Other Stories (2000) and The Diary of A Teenage Girl: An Account in Words and Pictures (2002), demonstrating how it allows feminist performances that visualize cartoonistsâ authentic experiences of sexual and other forms of trauma. The chapter makes a valuable contribution to current debates on autofiction by moving beyond its literary expressions and investigating how the hybrid medium of comics accommodates the genre and how that, in its turn, complicates the representation of trauma. It also proposes that âgraphic autofictionâ allows the formation of feminist counter-narratives to the silencing of female abuse victims and the latterâs representation beyond victimhood
Graphic Somatography: Life Writing, Comics, and the Ethics of Care
This essay considers the ways in which graphic caregiving memoirs complicate the idealizing tendencies of ethics of care philosophy. The mediumâs âcapaciousâ layering of words, images, temporalities, and perspectives produces âproductive tensions. . . The words and images entwine, but never synthesizeâ (Chute 2010, 5). In graphic memoirs about care, this âcapaciousnessâ allows for quick oscillation between the rewards and struggles of care work, representing ambiguous, even ambivalent attitudes toward care. Graphic memoirs effectively represent multiple perspectives without synthesis, part of a structural and thematic ambivalence that provides a provocative counterpart to the abstract idealism of ethics of care philosophy
Autonomy, Heteronomy, and Representations of Illness in Digital Games
Starting from essential concepts of medical ethics, this article focuses on how
constructions of somatic and mental illnesses in digital games tie in with ideas
of autonomy and heteronomy. Distinguishing between disease, illness, and
sickness, we argue that digital games negotiate autonomy/heteronomy on the
level of narrative, esthetics, and gameplay structure. Three games then serve
as analytical examples: Outlast (Red Barrels 2013), Depression Quest (The
Quinnspiracy 2013) and Red Dead Redemption 2 (Rockstar Games 2018)