861 research outputs found

    State and Local Government

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    During the year October 1, 1966 to October 1, 1967, approximately 100 cases concerning various phases of state and local government were decided by the appellate courts in California. Some of the cases concerned themselves with other fields of law as well, but only those aspects of the cases that directly relate to government are discussed here. For the purpose of providing easy reference, the cases decided for the period have been arranged under six major headings, in outline form, according to the field covered

    Graduate Recital:J. Byron McKinstry, Baritone

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    Centennial Lecture Hall Sunday, July 20, 1969, 4:00 p. m

    Scalable continuous production of high quality HKUST-1 via conventional and microwave heating

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    Metal Organic Frameworks (MOFs) are materials with large surface areas and internal volumes, which result in a number of useful properties for applications such as catalysis, separations and gas storage. However, MOFs are challenging to produce at a large scale creating a barrier to becoming truly viable alternatives to current technologies. As a first step towards industrial scale manufacture, we demonstrate here the first scalable, continuous synthesis of high-quality HKUST-1 using ethanol as the solvent, resulting in a greener and potentially much more economical process (as solvent does not decompose and thus can be recycled). We also show that microwave heating can be used to produce HKUST-1 continuously, in timescales several orders of magnitude faster than by conventional heating. We demonstrate a novel approach to microwave assisted synthesis of HKUST-1, based on a recycle loop with microwave irradiation, which is scalable under both batch and continuous conditions and allows an independent control of microwave irradiation regime and the overall reaction time. The use of microwave heating for continuous production of HKUST-1 enabled STY of 400,000 kg m−3 d−1, which is higher than any production rates reported to date, even when using the preferred high yield solvent, DMF, and is 17 times more than the highest production rates reported to date for HKUST-1 in ‘ethanol-only’ systems

    Keeping It Classy: Classification of Live Fish and Ghost PIT Tags Detected With a Mobile PIT Tag Interrogation System Using an Innovative Analytical Approach

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    The ability of passive integrated transponder (PIT) tag data to improve demographic parameter estimates has led to the rapid advancement of PIT tag systems. However, ghost tags create uncertainty about detected tag status (i.e., live fish or ghost tag) when using mobile interrogation systems. We developed a method to differentiate between live fish and ghost tags using a random forest classification model with a novel data input structure based on known fate PIT tag detections in the San Juan River (New Mexico, Colorado, and Utah, USA). We used our model to classify detected tags with an overall error rate of 6.8% (1.6% ghost tags error rate and 21.8% live fish error rate). The important variables for classification were related to distance moved and response to monsoonal flood flows; however, habitat variables did not appear to influence model accuracy. Our results and approach allow the use of mobile detection data with confidence and allow for greater accuracy in movement, distribution, and habitat use studies, potentially helping identify influential management actions that would improve our ability to conserve and recover endangered fish

    Beyond the novelty effect: The role of in-game challenges, rewards and choices for long-term motivation to improve obesity-related health behaviours in adolescents.

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    Background: The prevalence of adolescent obesity is high in the UK. Engaging adolescent boys and girls in health behaviour related to the prevention of obesity proves to be challenging. Mobile and wireless technology shows promise for increasing knowledge and motivation to increase physical activity and healthy eating by capturing the interest of many adolescents. However, solutions for overcoming the novelty effect to enable habit formation and thus long-lasting behaviour change needs to be explored. Aim: This study aimed to explore Scottish adolescents’ perception of the usability and acceptability of a serious mobile game, wearable activity sensors and a smart phone eDiary application (app) for promoting physical activity and healthy eating. Methods: The game, sensors and app are being developed following the COM-B model of the Behaviour Change Wheel. The technology is interlinked in that physical activity tracked by the wearable activity sensors and healthy eating captured by using the eDiary app are central to recover the player’s energy levels in the serious game. The player replenishes their in-game energy to progress in the game and to boost abilities. Applying a user-centred approach for developing the technology, 11 adolescents aged 13-16 years (6 boys, 5 girls) participated in semi-structured focus groups. This was the first of three pre-pilot study iterations. Mock-up versions of the serious mobile game, wearable activity sensors and the prototype of the eDiary app were presented. Focus groups were audio-recorded, transcribed and thematically analysed. Results: All adolescents responded positively to the general idea of the game and all were keen to play the actual game once developed. Adolescents understood the importance and novelty of the link between player’s real-life health behaviours and in-game activities for improving obesity-related health behaviour. It became evident that the adolescents would only be motivated to be more physically active and eat healthily for the benefits of the game and not for improving their health and wellbeing. To increase their interest in the game, adolescents reported that they wanted to receive in-game rewards for engaging in health behaviour. A recurrent topic was the desire for more challenges in the game via introduction of new characters and environments. Another dominant topic was to have options of varying story lines, to reset the game and to unlock secret levels. The adolescents believed that being sufficiently challenged and having choices would increase their interest in the game, keep them interested for longer and so this would encourage them longer to be physically active and eat healthily. Conclusion: Mobile game and wireless technology connecting in-game and real-life activities were perceived to increase physical activity and healthy eating in adolescents. To allow exposure to mechanisms of behaviour change for an adequate amount of time, the novelty effect of new technology needs to be sustained. Age-appropriate in-game challenges, rewards and choices might trigger adolescents’ interests in the technology for longer. This in turn might result in long-lasting behaviour changes independently of playing the game

    Crystallization and preliminary x-ray diffraction analysis of the unliganded human growth hormone receptor

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    The crystal structure of the extracellular domain of growth hormone receptor complexed to its ligand, growth hormone, has been known since 1992. However, no information exists for the unliganded form of the receptor. The human growth hormone receptor's extracellular ligand-binding domain, encompassing amino-acid residues 1 - 238, has been expressed in Escherichia coli, purified by anion ion-exchange chromatography and crystallized in its unliganded state by the hanging-drop vapour-diffusion method in 100 mM HEPES pH 7.0 containing 27.5%(w/v) PEG 5000 monomethyl ether and 200 mM ammonium sulfate as the co-precipitants. The crystals belong to the othorhombic space group C222(1), have unit-cell parameters a = 99.7, b = 112.2, c = 93.2 Angstrom and diffract to 2.5 Angstrom resolution using synchrotron radiation. The crystal structure will shed light on the nature of any conformation changes that occur upon ligand binding and will provide information to develop potential low-molecular-weight agonists/antagonists to treat clinical diseases in which the growth hormone receptor is implicated
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