36 research outputs found

    Verification of beam on elastic foundation solution for edge loaded cylindrical shells

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    The purpose of this thesis is to determine the range of radius to thickness ratios R / t for which a beam on an elastic foundation solution is feasible for end loadings on cylindrical shells

    Microinjection Manipulation Resulted in the Increased Apoptosis of Spermatocytes in Testes from Intracytoplasmic Sperm Injection (ICSI) Derived Mice

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    The invention of intracytoplasmic sperm injection (ICSI) has possibly been the most important development in reproductive medicine, one that has given hope to thousands of infertile couples worldwide. However, concerns remain regarding the safety of this method since it is a more invasive procedure than in vitro fertilization (IVF), since a spermatozoon is injected into the oocyte cytoplasm. Using mice derived from IVF technology as a control, we assessed the influence of invasive microinjection in the process of transferring sperm into oocyte cytoplasm in ICSI procedure on the development and physiologic function of resultant offspring. Our results demonstrated that mice produced from ICSI and IVF had no significant difference in phenotypic indices including body weight, forelimb physiology, and learning and memory ability. However, increased spermatocyte apoptosis was observed in the testis of adult ICSI mice, when compared with IVF mice. And, decreased testis weight and marked damage of spermatogenic epithelia were found in aged ICSI mice. Furthermore, proteomic analysis verified that most of the differentiated proteins in testes between adult ICSI and IVF mice were those involved in regulation of apoptosis pathways. Our results demonstrated that the microinjection manipulation used in the ICSI procedure might pose potential risks to the fertility of male offspring. The changed expression of a series of proteins relating to apoptosis or proliferation might contribute to it. Further studies are necessary to better understand all the risks of ICSI

    FCIC staff audiotape of interview with Donald Kohn, Federal Reserve Board

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    Apparent biliary pseudolithiasis during ceftriaxone therapy.

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    Biliary pseudolithiasis has been reported in patients who received ceftriaxone therapy. To examine this phenomenon further, serial gallbladder sonograms were evaluated in 44 adult patients who received intravenous ceftriaxone at 2 g or a placebo daily for 14 days in a double-blind controlled study. Ultrasound examinations of gallbladders were performed on days 1 and 14 of therapy and 2 weeks posttherapy if abnormalities were observed on day 14. Eight patients were unevaluable because of abnormal base-line gallbladder sonograms. Thirty-six patients (ceftriaxone, n = 28; placebo, n = 8) demonstrated normal baseline gallbladder sonograms and were evaluated for the development of change. A total of 6 of 28 (21.4%) ceftriaxone-treated patients and 1 of 8 (12.5%) patients who received the placebo demonstrated abnormal gallbladder sonograms on day 14 (P = 0.491). Four of the six ceftriaxone-treated patients demonstrating abnormal sonograms were clinically asymptomatic, while two patients reported vomiting. The abnormal sonograms of gallbladders of patients treated with ceftriaxone returned to normal between 9 and 26 days posttherapy. These data suggest an association between ceftriaxone treatment and the development of gallbladder abnormalities on ultrasound examination which resolve spontaneously on discontinuation of ceftriaxone therapy

    Card Sorting Assessing User Attitude in E-Learning

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    Various undergraduate and post graduate educational bodies, now a day, employ blended learning systems to complement the face to face commu- nication between educator and learner. While E-learning tools in general have been found to improve access to resources, these tools need to be reliable and usable; the ease of use of E-learning would have a meaningful impact on the learning experience.This paper investigates learners' perception of quality and willingness to use of E-learning environments. It also explores the attitude of users from two dif- ferent cultural groups towards a number of E-learning sites. The paper aims to reveal some of the perception of quality for these groups of users in interacting with learning virtual communities. In September/ October 2013, series of card sorting sessions were conducted with number of learners enrolled in a joint venture European-Arab Master Pro- gram. In the individual sessions, each participant was asked to look at card of selected E-Learning sites, and to choose a single criterion by which the E- learning main pages could be differentiated from one another. Cards were then sorted based on different categories under each criterion. Participants repeated sorting the cards according to criteria and categories they generated. A second round of sorting sessions were conducted by the same participants, where they sorted the same cards according to the Willingness to Use criterion, and pro- vided a reason for the sorting decisions made. The analysis of the card sorting sessions reveals some interesting findings concerning interface elements which seem to be salient for users in E-learning environment, such as: Interface Comprehensibility and Obviousness, Content Usefulness, and Site Affiliation and Reputation. Some differences in quality perception were also found between the two cultural groups This paper makes a contribution to universal access in HCI by describing the quality perception, preferences, and general attitude for different group of users in the context of E-learning environment

    Knowledge at play. Studies of games as members’ matters

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    On a general level, this thesis seeks some answers to the broad question of what one can learn from digital games. With an analytical approach informed by ethnomethodology, the main thrust of the work is an exploration of members’ matters in the area of games and gaming. In response to prevailing discussions about how, where and what gamers learn, the aim is to examine emerging forms of knowledge embedded in practices in and around digital games. The first part of the thesis addresses three themes: the question of whether leisure gaming could be understood to have transfer effects; how games are positioned in a state of restlessness and multistableness; and how the domain encompassing gaming and game development is advancing in terms of professionalization and institutionalization. The second part is comprised of three empirical studies based on two sets of video recordings: collaborative gaming in The Lord of the Rings Online, and assessment practices in game development education. The studies begin to unravel the elusive phenomena of gaming by making some gameplay practices and conventions visible. For instance, the findings suggest that there are specialized coordination practices, developed through long-term engagement with the online game. Furthermore, from the perspective of the institutional framing, it is argued that understandings from other media are not applicable in a straightforward manner, but must be carefully calibrated to matters such as game genre conventions and control over gameplay conduct. By describing the reasoning and knowledge displayed by gamers and game developers, the thesis contributes to interrelated discussions about knowledge development, currently carried out in educational science, interaction studies and game studies. In conclusion, it is suggested that digital games are establishing autonomy from other forms of entertainment media and software industries as a result of the ways games and gaming as multistable objects of knowledge have become deeply embedded in society
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