59 research outputs found

    A “Candidate-Interactome” Aggregate Analysis of Genome-Wide Association Data in Multiple Sclerosis

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    Though difficult, the study of gene-environment interactions in multifactorial diseases is crucial for interpreting the relevance of non-heritable factors and prevents from overlooking genetic associations with small but measurable effects. We propose a "candidate interactome" (i.e. a group of genes whose products are known to physically interact with environmental factors that may be relevant for disease pathogenesis) analysis of genome-wide association data in multiple sclerosis. We looked for statistical enrichment of associations among interactomes that, at the current state of knowledge, may be representative of gene-environment interactions of potential, uncertain or unlikely relevance for multiple sclerosis pathogenesis: Epstein-Barr virus, human immunodeficiency virus, hepatitis B virus, hepatitis C virus, cytomegalovirus, HHV8-Kaposi sarcoma, H1N1-influenza, JC virus, human innate immunity interactome for type I interferon, autoimmune regulator, vitamin D receptor, aryl hydrocarbon receptor and a panel of proteins targeted by 70 innate immune-modulating viral open reading frames from 30 viral species. Interactomes were either obtained from the literature or were manually curated. The P values of all single nucleotide polymorphism mapping to a given interactome were obtained from the last genome-wide association study of the International Multiple Sclerosis Genetics Consortium & the Wellcome Trust Case Control Consortium, 2. The interaction between genotype and Epstein Barr virus emerges as relevant for multiple sclerosis etiology. However, in line with recent data on the coexistence of common and unique strategies used by viruses to perturb the human molecular system, also other viruses have a similar potential, though probably less relevant in epidemiological terms

    DAG tales: the multiple faces of diacylglycerol—stereochemistry, metabolism, and signaling

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    The SEQC2 epigenomics quality control (EpiQC) study

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    BACKGROUND: Cytosine modifications in DNA such as 5-methylcytosine (5mC) underlie a broad range of developmental processes, maintain cellular lineage specification, and can define or stratify types of cancer and other diseases. However, the wide variety of approaches available to interrogate these modifications has created a need for harmonized materials, methods, and rigorous benchmarking to improve genome-wide methylome sequencing applications in clinical and basic research. Here, we present a multi-platform assessment and cross-validated resource for epigenetics research from the FDA's Epigenomics Quality Control Group. RESULTS: Each sample is processed in multiple replicates by three whole-genome bisulfite sequencing (WGBS) protocols (TruSeq DNA methylation, Accel-NGS MethylSeq, and SPLAT), oxidative bisulfite sequencing (TrueMethyl), enzymatic deamination method (EMSeq), targeted methylation sequencing (Illumina Methyl Capture EPIC), single-molecule long-read nanopore sequencing from Oxford Nanopore Technologies, and 850k Illumina methylation arrays. After rigorous quality assessment and comparison to Illumina EPIC methylation microarrays and testing on a range of algorithms (Bismark, BitmapperBS, bwa-meth, and BitMapperBS), we find overall high concordance between assays, but also differences in efficiency of read mapping, CpG capture, coverage, and platform performance, and variable performance across 26 microarray normalization algorithms. CONCLUSIONS: The data provided herein can guide the use of these DNA reference materials in epigenomics research, as well as provide best practices for experimental design in future studies. By leveraging seven human cell lines that are designated as publicly available reference materials, these data can be used as a baseline to advance epigenomics research

    Establishing reference samples for detection of somatic mutations and germline variants with NGS technologies

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    We characterized two reference samples for NGS technologies: a human triple-negative breast cancer cell line and a matched normal cell line. Leveraging several whole-genome sequencing (WGS) platforms, multiple sequencing replicates, and orthogonal mutation detection bioinformatics pipelines, we minimized the potential biases from sequencing technologies, assays, and informatics. Thus, our “truth sets” were defined using evidence from 21 repeats of WGS runs with coverages ranging from 50X to 100X (a total of 140 billion reads). These “truth sets” present many relevant variants/mutations including 193 COSMIC mutations and 9,016 germline variants from the ClinVar database, nonsense mutations in BRCA1/2 and missense mutations in TP53 and FGFR1. Independent validation in three orthogonal experiments demonstrated a successful stress test of the truth set. We expect these reference materials and “truth sets” to facilitate assay development, qualification, validation, and proficiency testing. In addition, our methods can be extended to establish new fully characterized reference samples for the community

    Appendix

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    What will the player experience of computer game sound be in the future? This was the question posed in an online discussion forum to which the book’s contributors were invited to respond. What follows is a free-wheeling debate about the future of game sound. Little editing has been done, other than the most obvious grammar, syntax and spelling errors, in order to maintain the fresh, often off-the-cuff responses. Three related themes become apparent in this discussion: affect, emotion and biofeedback; realism versus alternative realities; and the need for a game-sound design aesthetics. The first opens up interesting possibilities for enhanced player interaction (including player-player interaction across networked games) and immersion. Although authors and games companies often talk about the player being immersed in the gameworld, it is clear that current technology only hints at the potential. Similarly, games companies often praise the realism of their game sounds: even the iconic sound of Atari’s Pong of the early 1970s had its synthetic tones described as “realistic”. But which realism is being alluded to? What precisely does this Holy Grail of realism represent and how should it be attained? Is it the authenticity of sound that contributes to game realism or its verisimilitude in the context? If the latter, does realism derive from expectation, culture and genre and what debt does it owe to other forms of media? If realism refers to an emulation of reality, do we mean social realism, thematic realism, consequential or physical realism and who wants to play reality anyway? These questions directly relate to the need for a game sound design language: something that is still nascent. Game sound involves a very different paradigm to the derivation and perception of sound as found in reality or any other form of recreational medium. Like real-world environments, game sound derives from the actions of and upon its entities but it is triggered from a different rather than issuing directly from those entities. Unlike cinema, games require the willing and active participation of the player to effect the game and its sound. Whatever the future holds, it is clear that we have only begun to discover the possibilities inherent in computer game sound
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