40 research outputs found

    Quality of Beverage Intake and Cardiometabolic and Kidney Outcomes: Insights From the STANISLAS Cohort

    Full text link
    Background and Aims: Beverages are an important aspect of diet, and their quality can possibly affect health. The Healthy Beverage Index (HBI) has been developed to take into account these effects. This study aimed to highlight the relationships between health and beverage quality by assessing the association of the HBI and its components with kidney and cardiometabolic (CM) outcomes in an initially healthy population-based familial cohort. Methods: This study included 1,271 participants from the STANISLAS cohort. The HBI, which includes 10 components of habitual beverage consumption, was calculated. Associations of the HBI and its components with estimated glomerular filtration rate (eGFR), albuminuria, hypertriglyceridemic waist (HTG waist), metabolic syndrome (MetS), carotid-femoral pulse wave velocity (cfPWV), carotid intima-media thickness (cIMT), and left ventricular mass (LV mass) were analyzed using multivariable linear or logistic regression models. Results: The median HBI score was 89.7 (78.6–95) out of 100 points. While the overall HBI score was not significantly associated with any of the studied outcomes, individual HBI components were found differently associated with the outcomes. cfPWV and cIMT were lower in participants who did not meet the full-fat milk criteria (p = 0.03 and 0.001, respectively). In men, higher cfPWV was observed for the “low Fat milk” (p = 0.06) and “alcohol” (p = 0.03) non-adherence criteria. Odds of HTG waist were higher with the non-adherence to sugar-sweetened beverages criteria (p < 0.001). eGFR was marginally higher with non-adherence to the coffee/tea criteria (p = 0.047). Conclusions: In this initially healthy population, HBI components were differently associated with kidney and cardiometabolic outcomes, despite a good overall HBI score. Our results highlight specific impacts of different beverage types and suggest that beverages could have an impact on kidney and cardiometabolic health

    Exécution efficace de systÚmes multi-agents sur GPU

    No full text
    These last years have seen the emergence of parallelism in many fields ofcomputer science. This is explained by the stagnation of the frequency ofexecution units at the hardware level and by the increasing usage ofparallel platforms at the software level. A form of parallelism ispresent in multi-agent systems, that facilitate the description ofcomplex systems as a collection of interacting entities. If thesimilarity between this software and this logical parallelism seemsobvious, the parallelization process remains difficult in this casebecause of the numerous dependencies encountered in many multi-agentsystems. In this thesis, we propose a common solution to facilitate theadaptation of these models on a parallel platform such as GPUs. Ourlibrary, MCMAS, provides access to two programming interface tofacilitate this adaptation: a low-level layer providing direct access toOpenCL, MCM, and a high-level set of plugins not requiring any GPU-related knowledge. We study the usage of this library on three existingmulti-agent models : predator-prey, MIOR and Collembola. To prove theinterest of the approach we present a performance study for each modeland an analysis of the various factors contributing to an efficientexecution on GPUs. We finally conclude on a overview of the work andresults presented in the report and suggest future directions to enhanceour solution.Ces derniĂšres annĂ©es ont consacrĂ© l’émergence du parallĂ©lisme dans la plupart des branches de l’informatique.Au niveau matĂ©riel, tout d’abord, du fait de la stagnation des frĂ©quences de fonctionnement des unitĂ©s decalcul. Au niveau logiciel, ensuite, avec la popularisation de nombreuses plates-formes d’exĂ©cution parallĂšle.Une forme de parallĂ©lisme est Ă©galement prĂ©sente dans les systĂšmes multi-agents, qui facilitent la description desystĂšmes complexes comme ensemble d’entitĂ©s en interaction. Si l’adĂ©quation entre ce parallĂ©lisme d’exĂ©cutionlogiciel et conceptuel semble naturelle, la parallĂ©lisation reste une dĂ©marche difficile, du fait des nombreusesadaptations devant ĂȘtre effectuĂ©es et des dĂ©pendances prĂ©sentes explicitement dans de trĂšs nombreux systĂšmesmulti-agents.Dans cette thĂšse, nous proposons une solution pour faciliter l’implĂ©mentation de ces modĂšles sur une plate-forme d’exĂ©cution parallĂšle telle que le GPU. Notre bibliothĂšque MCMAS vient rĂ©pondre Ă  cette problĂ©matiqueau moyen de deux interfaces de programmation, une couche de bas niveau MCM permettant l’accĂšs direct Ă OpenCL et un ensemble de plugins utilisables sans connaissances GPU. Nous Ă©tudions ensuite l’utilisation decette bibliothĂšque sur trois systĂšmes multi-agents existants : le modĂšle proie-prĂ©dateur, le modĂšle MIOR etle modĂšle Collemboles. Pour montrer l’intĂ©rĂȘt de cette approche, nous prĂ©sentons une Ă©tude de performancede chacun de ces modĂšles et une analyse des facteurs contribuant Ă  une exĂ©cution efficace sur GPU. Nousdressons enfin un bilan du travail et des rĂ©flexions prĂ©sentĂ©es dans notre mĂ©moire, avant d’évoquer quelquespistes d’amĂ©lioration possibles de notre solution

    Efficient execution of multi-agent systems on GPU

    No full text
    Ces derniĂšres annĂ©es ont consacrĂ© l’émergence du parallĂ©lisme dans la plupart des branches de l’informatique.Au niveau matĂ©riel, tout d’abord, du fait de la stagnation des frĂ©quences de fonctionnement des unitĂ©s decalcul. Au niveau logiciel, ensuite, avec la popularisation de nombreuses plates-formes d’exĂ©cution parallĂšle.Une forme de parallĂ©lisme est Ă©galement prĂ©sente dans les systĂšmes multi-agents, qui facilitent la description desystĂšmes complexes comme ensemble d’entitĂ©s en interaction. Si l’adĂ©quation entre ce parallĂ©lisme d’exĂ©cutionlogiciel et conceptuel semble naturelle, la parallĂ©lisation reste une dĂ©marche difficile, du fait des nombreusesadaptations devant ĂȘtre effectuĂ©es et des dĂ©pendances prĂ©sentes explicitement dans de trĂšs nombreux systĂšmesmulti-agents.Dans cette thĂšse, nous proposons une solution pour faciliter l’implĂ©mentation de ces modĂšles sur une plateformed’exĂ©cution parallĂšle telle que le GPU. Notre bibliothĂšque MCMAS vient rĂ©pondre Ă  cette problĂ©matiqueau moyen de deux interfaces de programmation, une couche de bas niveau MCM permettant l’accĂšs direct Ă OpenCL et un ensemble de plugins utilisables sans connaissances GPU. Nous Ă©tudions ensuite l’utilisation decette bibliothĂšque sur trois systĂšmes multi-agents existants : le modĂšle proie-prĂ©dateur, le modĂšle MIOR etle modĂšle Collemboles. Pour montrer l’intĂ©rĂȘt de cette approche, nous prĂ©sentons une Ă©tude de performancede chacun de ces modĂšles et une analyse des facteurs contribuant Ă  une exĂ©cution efficace sur GPU. Nousdressons enfin un bilan du travail et des rĂ©flexions prĂ©sentĂ©es dans notre mĂ©moire, avant d’évoquer quelquespistes d’amĂ©lioration possibles de notre solution.These last years have seen the emergence of parallelism in many fields of computer science. This is explainedby the stagnation of the frequency of execution units at the hardware level and by the increasing usage ofparallel platforms at the software level. A form of parallelism is present in multi-agent systems, that facilitatethe description of complex systems as a collection of interacting entities. If the similarity between this softwareand this logical parallelism seems obvious, the parallelization process remains difficult in this case because ofthe numerous dependencies encountered in many multi-agent systems.In this thesis, we propose a common solution to facilitate the adaptation of these models on a parallel platformsuch as GPUs. Our library, MCMAS, provides access to two programming interface to facilitate this adaptation:a low-level layer providing direct access to OpenCL, MCM, and a high-level set of plugins not requiring anyGPU-related knowledge.We study the usage of this library on three existing multi-agent models : predator-prey,MIOR and Collembola. To prove the interest of the approach we present a performance study for each modeland an analysis of the various factors contributing to an efficient execution on GPUs. We finally conclude on aoverview of the work and results presented in the report and suggest future directions to enhance our solution

    Former les enseignants Ă  soutenir l’autonomie de leurs Ă©lĂšves : le rĂŽle de l’analyse vidĂ©o

    No full text
    International audienceReposant sur une mĂ©thodologie mixte, cet article vise, d’une part, Ă  examiner les effets d’un dispositif de formation basĂ© sur l’analyse vidĂ©o dans des groupes de pairs sur l’évolution du style motivationnel des enseignants novices (EN). D’autre part, il a pour objectif d’identifier les Ă©lĂ©ments clĂ©s de ce dispositif du point de vue des formĂ©s. Les rĂ©sultats indiquent que le dispositif a un effet significatif sur l’évolution du style des EN qui soutiennent davantage l’autonomie de leurs Ă©lĂšves. Par ailleurs, les rĂ©sultats mettent en Ă©vidence trois Ă©lĂ©ments clĂ©s du dispositif responsables des changements : l’analyse vidĂ©o outillĂ©e, le groupe collaboratif basĂ© sur le partage de ressources et la durĂ©e du dispositif sur une annĂ©e scolaire

    Potential of denitrification and nitrous oxide production from agricultural soil profiles (Seine Basin, France)

    No full text
    The denitrification process and the associated nitrous oxide (N2O) production in soils have been poorly documented, especially in terms of soil profiles; most work on denitrification has concentrated on the upper layer (first 20 cm). The objectives of this study were to examine the origin of N2O emission and the effects of in situ controlling factors on soil denitrification and N2O production, also allowing the (N2O production)/(NO3 −-N reduction) ratio to be determined through (1) the position on a slope reaching a river and (2) the depth (soil horizons: 10-30 and 90-110 cm). In 2009 and 2010, slurry batch experiments combined with molecular investigations of bacterial communities were conducted in a corn field and an adjacent riparian buffer strip. Denitrification rates, ranging from 0.30 ÎŒg NO3 −-N g−1 dry soil h−1 to 1.44 ÎŒg NO3 −-N g−1 dry soil h−1, showed no significant variation along the slope and depth. N2O production assessed simultaneously differed considerably over the depth and ranged from 0.4 ng N2O-N g−1 dry soil h−1 in subsoils (the 90-110-cm layer) to 155.1 ng N2O-N g−1 dry soil h−1 in the topsoils (the 10-30-cm layer). In the topsoils, N2O-N production accounted for 8.5-48.0% of the total denitrified NO3 −-N, but for less than 1% in the subsoils. Similarly, N2O-consuming bacterial communities from the subsoils greatly differed from those of the topsoils, as revealed by their nosZ DGGE fingerprints. High N2O-SPPR (nitrous oxide semi potential production rates) in comparison to NO3-SPDR (nitrate semi potential reduction rates) for the topsoils indicated significant potential greenhouse N2O gas production, whereas lower horizons could play a role in fully removing nitrate into inert atmospheric N2. In terms of landscape management, these results call for caution in rehabilitating or constructing buffer zones for agricultural nitrate removal

    Former les enseignants Ă  soutenir l’autonomie de leurs Ă©lĂšves : le rĂŽle de l’analyse vidĂ©o

    No full text
    Based on a mixed methodology, this article aims, on the one hand, to examine the effects of a training system based on video analysis in peer groups on the evolution of motivational style of beginning teachers. On the other hand, it aims to identify the key elements of this training from the point of view of the trainees. The e results indicate that the training significantly affects the development of teachers' autonomy-support. In addition, the qualitative results highlight three key elements of the training responsible for the changes: the video analysis, the collaborative group based on the sharing of resources and the duration of the training over a school year

    Using GPU for Multi-agent Multi-scale Simulations

    No full text
    International audienceMulti-Agent System (MAS) is an interesting way to create models and simulators and is widely used to model complex systems. As the complex systemcommunity tends to build up larger models to fully represent real systems, the need for computing power raise significantly. Thus MAS often lead to long computing intensive simulations. Parallelizing such a simulation is complex and it execution requires the access to large computing resources. In this paper, we present the adaptation of a MAS system, Sworm, to a Graphical Processing Unit.We show that such an adaptation can improve the performance of the simulator and advocate for a more wider use of the GPU in Agent Based Models in particular for simple agents

    Using GPU for Multi-Agent Soil Simulation

    No full text
    International audienceMulti-Agent Systems (MAS) can be used to model systems where the global behavior cannot be uniformly represented by standard techniques such as partial differential equations or linear systems because the system elements have their own independent behavior. This is, for instance, the case in complex systems such as daily mobility in a city for example. Depending on the system size the computing power needs for the MAS may be as big as for more traditional linear numerical systems and may need to be parallelized to fully represent real systems. Graphical Processing Units (GPU) have already proven to be an efficient support to execute large linear programs. In this paper we present the use of GPU for the execution of Sworm, a multi-scale MAS system. We show that GPU computing can be efficient in that less regular case and when the agent behavior is simple. We advocate for a wider use of the GPU in Agent Based Models in particular for multi-scale systems with work distribution between the CPU and GPU

    Intent Detection for Virtual Reality Architectural Design

    Get PDF
    International audienceIn the context of optimization and cycles reduction for product design in industry, digital collaborative tools have a major impact, allowing an early stage integration of multidisciplinary challenges and oftentimes the search ofglobal optimum rather than domain specific improvements. This paper presents a methodology for improving participants’ implication and performance during collaborative design sessions through virtual reality (VR) tools, thanks to intention detection through body language interpretation. A prototype of the methodology is being implemented based on an existing VR aided design tool called DragonFly developed by Airbus. In what follows we will first discuss the choice of the different biological inputs for our purpose, and how to merge these multi-modal inputs a meaningful way. Thus, we obtain a rich representation of the body language expression, suitable to recognize the actions wanted by the user and their related parameters. We will then show that this solution has been designed for fast training thanks to a majority of unsupervised training and existing pre-trained models, and for fast evolution thanks to the modularity of the architecture

    Intent Detection for Virtual Reality Architectural Design

    No full text
    International audienceIn the context of optimization and cycles reduction for product design in industry, digital collaborative tools have a major impact, allowing an early stage integration of multidisciplinary challenges and oftentimes the search ofglobal optimum rather than domain specific improvements. This paper presents a methodology for improving participants’ implication and performance during collaborative design sessions through virtual reality (VR) tools, thanks to intention detection through body language interpretation. A prototype of the methodology is being implemented based on an existing VR aided design tool called DragonFly developed by Airbus. In what follows we will first discuss the choice of the different biological inputs for our purpose, and how to merge these multi-modal inputs a meaningful way. Thus, we obtain a rich representation of the body language expression, suitable to recognize the actions wanted by the user and their related parameters. We will then show that this solution has been designed for fast training thanks to a majority of unsupervised training and existing pre-trained models, and for fast evolution thanks to the modularity of the architecture
    corecore