3,453 research outputs found
A Toolkit for Exploring Affective Interface Adaptation in Videogames
From its humble beginnings back in the early 1960ās the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the advent of SpaceWar back in 1961. These interactions are for the most part static and thus predictable, given a particular set of circumstances a game will always react in one particular manner despite anything the player may actually do. Because of this the expected lifespan of a videogame is inherently dependant on the choices the videogame provides; once all possible avenues have been explored the game loses its appeal. In this paper we focus on adapting techniques used in the field of Affective Computing to solve this stagnation in the videogames market. We describe the development of a software development kit (SDK) that allows the interactions between man and machine to become dynamic entities during play by means of monitoring the playerās physiological condition
Claim your space: re-placing spaces to better meet the needs of the net generation
The challenge for the Reid Library at The University of Western Australia was the transformation of a 1960s building into a welcoming space with services and facilities appropriate for a more technologically demanding generation. A key issue was how to balance the continuing need for access to physical collections with the rapidly expanding demand for new kinds of learning spaces and facilities oriented towards on-line and collaborative learning and research. This paper outlines the approach taken to identify client needs (both physical and virtual), define and propose new service models, and transform learning spaces while maintaining access to physical collections
Liquid: Designing a Universal Sensor Interface for Ubiquitous Computing
This paper describes the specification of a universal sensor interface (USI) called Liquid, which allows for the collection and representation of sensor readings from a wide range of different sensors. We illustrate how it is possible for Liquid to collect data from a broad spectrum of sensors using a select method of sensor classification and to present this data within a common environment. We explore how this approach can extend itself to include sensors not yet conceived of with relative ease. Finally we explain how the Liquid USI provides developers of ubiquitous systems with a general-purpose toolkit for the development of sensor-based applications
Exploiting P2P in the Creation of Game Worlds
Peer-to-peer networks are a promising platform for supporting entirely decentralized, distributed multi-user gaming; however, multi-player games typically require highly predictable performance from the underlying network. This is at odds with the inherently unreliable nature of peer-to-peer environments. Existing approaches to providing peer-to-peer support for multi-player gaming focus on compensating for the unpredictability of the underlying network. We propose that rather than trying to compensate for these factors, they can be exploited together with information about the peer-to-peer network in order to address the problem of maintaining a novel gaming experience in the absence of a central authority. In order to explore our proposition, we model the measurable properties of P2P networks within a distributed multi-player game ā NetWorld. We do this in such a way that the heterogeneous and unpredictable nature of the peer-to-peer environment becomes a positive part of the playerās experience
A framework for P2P application development
Although Peer-to-Peer (P2P) computing has become increasingly popular over recent years, there still exist only a very small number of application domains that have exploited it on a large scale. This can be attributed to a number of reasons including the rapid evolution of P2P technologies, coupled with their often-complex nature. This paper describes an implemented abstraction framework that seeks to aid developers in building P2P applications. A selection of example P2P applications that have been developed using this framework are also presented
Reprogramming Hansenula polymorpha for penicillin production: expression of the Penicillium chrysogenum pcl gene
We aim to introduce the penicillin biosynthetic pathway into the methylotrophic yeast Hansenula polymorpha. To allow simultaneous expression of the multiple genes of the penicillin biosynthetic pathway, additional markers were required. To this end, we constructed a novel hostāvector system based on methionine auxotrophy and the H. polymorpha MET6 gene, which encodes a putative cystathionine Ī²-lyase. With this new hostāvector system, the Penicillium chrysogenum pcl gene, encoding peroxisomal phenylacetyl-CoA ligase (PCL), was expressed in H. polymorpha. PCL has a potential C-terminal peroxisomal targeting signal type 1 (PTS1). Our data demonstrate that a green fluorescent proteināPCL fusion protein has a dual location in the heterologous host in the cytosol and in peroxisomes. Mutation of the PTS1 of PCL (SKI-COOH) to SKL-COOH restored sorting of the fusion protein to peroxisomes only. Additionally, we demonstrate that peroxisomal PCLāSKL produced in H. polymorpha displays normal enzymatic activities.
From real materials to model Hamiltonians with density matrix downfolding
Due to advances in computer hardware and new algorithms, it is now possible
to perform highly accurate many-body simulations of realistic materials with
all their intrinsic complications. The success of these simulations leaves us
with a conundrum: how do we extract useful physical models and insight from
these simulations? In this article, we present a formal theory of
downfolding--extracting an effective Hamiltonian from first-principles
calculations. The theory maps the downfolding problem into fitting information
derived from wave functions sampled from a low-energy subspace of the full
Hilbert space. Since this fitting process most commonly uses reduced density
matrices, we term it density matrix downfolding (DMD).Comment: 24 pages, 12 figures; Huihuo Zheng and Hitesh J. Changlani
contributed equally to this wor
Does cranberry juice prevent or treat urinary tract infection?
Cranberry juice (200 mL daily to 250 mL 3 times daily) or cranberry concentrate tablets (at least 1:30 parts concentrated juice twice daily) reduce recurrent, symptomatic urinary tract infection (UTI) in women by 12% to 20% (absolute risk reduction [ARR]) compared with placebo (number needed to treat [NNT]=58) (strength of recommendation: A). There is no conclusive evidence that cranberry juice effectively treats UTI (SOR: D)
A Peroxisomal Lon Protease and Peroxisome Degradation by Autophagy Play Key Roles in Vitality of Hansenula polymorpha Cells
In eukaryote cells various mechanisms exist that are responsible for the removal of non-functional proteins. Here we show that in the yeast Hansenula polymorpha (H. polymorpha) a peroxisomal Lon protease, Pln, plays a role in degradation of unfolded and non-assembled peroxisomal matrix proteins. In addition, we demonstrate that whole peroxisomes are constitutively degraded by autophagy during normal vegetative growth of WT cells.
Deletion of both H. polymorpha PLN and ATG1, required for autophagy, resulted in a significant increase in peroxisome numbers, paralleled by a decrease in cell viability relative to WT cells. Also, in these cells and in cells of PLN and ATG1 single deletion strains, the intracellular levels of reactive oxygen species had increased relative to WT controls. The enhanced generation of reactive oxygen species may be related to an uneven distribution of peroxisomal catalase activities in the mutant cells, as demonstrated by cytochemistry.
We speculate that in the absence of HpPln or autophagy unfolded and non-assembled peroxisomal matrix proteins accumulate, which can form aggregates and lead to an imbalance in hydrogen peroxide production and degradation in some of the organelles.
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