200 research outputs found

    Dissociation constants and thermodynamic properties of amino acids used in CO2 absorption from (293 to 353) K

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    The second dissociation constants of the amino acids ÎÂČalanine, taurine, sarcosine, 6-aminohexanoic acid, DL-methionine, glycine, L-phenylalanine, and L-proline and the third dissociation constants of L-glutamic acid and L-aspartic acid have been determined from electromotive force measurements at temperatures from (293 to 353) K. Experimental results are reported and compared to literature values. Values of the standard state thermodynamic properties are derived from the experimental results and compared to the values of commercially available amines used as absorbents for CO 2 capture.

    Can disordered mobile phone use be considered a behavioral addiction? An update on current evidence and a comprehensive model for future research

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    Despite the many positive outcomes, excessive mobile phone use is now often associated with potentially harmful and/or disturbing behaviors (e.g., symptoms of deregulated use, negative impact on various aspects of daily life such as relationship problems, and work intrusion). Problematic mobile phone use (PMPU) has generally been considered as a behavioral addiction that shares many features with more established drug addictions. In light of the most recent data, the current paper reviews the validity of the behavioral addiction model when applied to PMPU. On the whole, it is argued that the evidence supporting PMPU as an addictive behavior is scarce. In particular, it lacks studies that definitively show behavioral and neurobiological similarities between mobile phone addiction and other types of legitimate addictive behaviors. Given this context, an integrative pathway model is proposed that aims to provide a theoretical framework to guide future research in the field of PMPU. This model highlights that PMPU is a heterogeneous and multi-faceted condition

    Bovine Herpesvirus Type 1 (BHV-1) UL49.5 Luminal Domain Residues 30 to 32 Are Critical for MHC-I Down-Regulation in Virus-Infected Cells

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    Bovine herpesvirus type 1 (BHV-1) UL49.5 inhibits transporter associated with antigen processing (TAP) and down-regulates cell-surface expression of major histocompatibility complex (MHC) class I molecules to promote immune evasion. We have constructed a BHV-1 UL49.5 cytoplasmic tail (CT) null and several UL49.5 luminal domain mutants in the backbone of wild-type BHV-1 or BHV-1 UL49.5 CT- null viruses and determined their relative TAP mediated peptide transport inhibition and MHC-1 down-regulation properties compared with BHV-1 wt. Based on our results, the UL49.5 luminal domain residues 30–32 and UL49.5 CT residues, together, promote efficient TAP inhibition and MHC-I down-regulation functions. In vitro, BHV-1 UL49.5 Δ30–32 CT-null virus growth property was similar to that of BHV-1 wt and like the wt UL49.5, the mutant UL49.5 was incorporated in the virion envelope and it formed a complex with gM in the infected cells

    Growth Rate Responses of Missouri and Lower Yellowstone River Fishes to a Latitudinal Gradient

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    Notropis atherinoides, freshwater drums Aplodinotus grunniens, river carpsuckers Carpiodes carpio and saugers Stizostedion canadense collected in 1996-1998 from nine river sections of the Missouri and lower Yellowstone rivers at two life-stages (young-of-the-year and age 1+ years) were significantly different among sections. However, they showed no river-wide latitudinal trend except for age 1+ years emerald shiners that did show a weak negative relation between growth and both latitude and length of growing season. The results suggest growth rates of fishes along the Missouri River system are complex and could be of significance in the management and conservation of fish communities in this altered system

    Assessing Internet addiction using the parsimonious Internet addiction components model - a preliminary study [forthcoming]

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    Internet usage has grown exponentially over the last decade. Research indicates that excessive Internet use can lead to symptoms associated with addiction. To date, assessment of potential Internet addiction has varied regarding populations studied and instruments used, making reliable prevalence estimations difficult. To overcome the present problems a preliminary study was conducted testing a parsimonious Internet addiction components model based on Griffiths’ addiction components (2005), including salience, mood modification, tolerance, withdrawal, conflict, and relapse. Two validated measures of Internet addiction were used (Compulsive Internet Use Scale [CIUS], Meerkerk et al., 2009, and Assessment for Internet and Computer Game Addiction Scale [AICA-S], Beutel et al., 2010) in two independent samples (ns = 3,105 and 2,257). The fit of the model was analysed using Confirmatory Factor Analysis. Results indicate that the Internet addiction components model fits the data in both samples well. The two sample/two instrument approach provides converging evidence concerning the degree to which the components model can organize the self-reported behavioural components of Internet addiction. Recommendations for future research include a more detailed assessment of tolerance as addiction component

    The experimental analysis of problematic video gaming and cognitive skills: a systematic review

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    There is now a growing literature demonstrating the excessive gaming can have negative detrimental effects on a small minority of gamers. This has led to much debate in the psychological literature on both the positive and negative effects of gaming. One specific area that has been investigated is the effect of gaming on different types of cognitive skills. The present study carried a systematic review examining the studies that have examined the impact of problematic gaming on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 18 studies were identified that had investigated three specific cognitive skills: (i) multi-second time perception (4 studies), inhibition (7 studies), and decision-making (7 studies). Based on the studies reviewed, the findings demonstrate that the pathological and/or excessive use of videogames leads to more negative consequences on cognitive processes. Contexte et objectifs: Jouer aux jeux vidĂ©o est devenu l’une des activitĂ©s mondiales majeures avec des millions de personnes y jouant tous les jours. Suivant ce succĂšs, les jeux vidĂ©o ont grandement Ă©voluĂ©, multipliant les genres (p.ex., MMORPG, MOBA, FPS); certains de ces jeux demandant un grand investissement de la part des joueurs. Cet investissement peut devenir excessif, voire pathologique, et de nombreuses Ă©tudes ont explorĂ© ce risque, menant Ă  l’inclusion de l’« Usage pathologique des jeux sur Internet » dans l’appendice du DSM-5 (American Psychiatric Association, 2013). Cependant, malgrĂ© les risques sous-jacents d’une addiction (p.e.x., pertes de relations, difficultĂ©s scolaires), il a Ă©galement Ă©tĂ© dĂ©montrĂ© que le jeu vidĂ©o pouvait significativement amĂ©liorer les performances des joueurs (p.ex., performances sur un simulateur de chirurgie, Fanning, Fenton, Johnson, Johnson, & Rehman, 2011; meilleure recherche visuelle, Sims & Mayer, 2002). De plus, il a Ă©tĂ© dĂ©montrĂ© que le fait de jouer Ă  ces jeux pouvait impacter les capacitĂ©s cognitives des joueurs (p.ex., Durlach, Kring, & Bowens, 2009). Une revue systĂ©matique sur l’impact d’une utilisation pathologique/excessive sur ces capacitĂ©s a donc Ă©tĂ© menĂ©e. MĂ©thode: La recherche d’articles a Ă©tĂ© menĂ©e sur quatre bases de donnĂ©es (p.ex., Google Scholar, PubMed, Science Direct, PsychINFO). Afin d’ĂȘtre inclus dans cette revue, les articles revus par les pairs devaient: (i) dater d’au moins 2000 (les jeux vidĂ©o ayant grandement Ă©voluĂ© depuis), (ii) inclure au moins une Ă©tude expĂ©rimentale sur les processus cognitifs des joueurs, (iii) inclure des joueurs excessifs/pathologiques, (iv) ĂȘtre publiĂ©s en anglais, et (v) Ne pas avoir Ă©tĂ© utilisĂ©s dans une revue de littĂ©rature auparavant (p.ex., Ă©tudes en fMRI). AprĂšs sĂ©lection des articles et tri des doublons, la recherche a menĂ© Ă  18 rĂ©sultats dans 3 sections diffĂ©rentes (c.-Ă -d., Perception du temps supĂ©rieur Ă  la seconde, Inhibition, et Prise de dĂ©cision). RĂ©sultats: Les expĂ©riences sur la perception du temps montrent des rĂ©sultats hĂ©tĂ©rogĂšnes, certaines Ă©tudes ne montrant aucun rĂ©sultat (p.ex.., Rivero, Covre, Reyes, & Bueno, 2012), d’autres des rĂ©sultats partiels (Rau, Peng, & Yang, 2006), voire des rĂ©sultats significatifs (Tobin & Grondin, 2009). Cependant, les Ă©tudes dĂ©montrant des rĂ©sultats (potentiellement) significatifs incluaient des utilisateurs pathologiques, contrairement aux Ă©tudes sans rĂ©sultats significatifs. Cette diffĂ©rence de population pouvant potentiellement expliquer cette diffĂ©rence. Les Ă©tudes sur l’inhibition montrent le mĂȘme type de rĂ©sultats hĂ©tĂ©rogĂšnes, cependant, une fois ces Ă©tudes classĂ©es par type d’inhibition, il apparaĂźtrait que les joueurs montrent une inhibition de la rĂ©ponse prĂ©potente rĂ©duite (p.ex., au travers de tĂąches Go/Nogo, Littel et al., 2012), celle-ci Ă©tant aggravĂ©e lorsque des stimuli liĂ©s aux jeux Ă©taient inclus dans la tĂąche (p.ex., Liu et al., 2014). Cependant, la seule Ă©tude ayant explorĂ© l’annulation d’une rĂ©ponse prĂ©potente n’a pas dĂ©montrĂ© d’inhibition rĂ©duite, les joueurs de jeux-vidĂ©os d’action prĂ©sentant des temps de rĂ©actions rĂ©duits (Colzato, van den Wildenberg, Zmigrod, & Hommel, 2013). Finalement, Les Ă©tudes sur la prise de dĂ©cision montrent des rĂ©sultats similaires au travers des Ă©tudes, c’est-Ă -dire des lacunes Ă  prendre des dĂ©cisions dans des contextes de risque (p.ex., Pawlikowski & Brand, 2011), une prise de dĂ©cision intacte dans les tĂąches Ă  contextes ambigus (p.ex., Nuyens et al., 2016), et une tendance Ă  prĂ©fĂ©rer une rĂ©compense moindre immĂ©diate Ă  une rĂ©compense plus importante aprĂšs un dĂ©lai variable (Weinstein, Abu, Timor, & Mama, 2016). Discussion: MalgrĂ© les divers rĂ©sultats contraires, et le peu d’étude sur certains processus, il est clair qu’une utilisation pathologique des jeux vidĂ©o peut mener Ă  des difficultĂ©s cognitives. Cependant, sachant que les Ă©tudes sur les performances susmentionnĂ©es ne recrutaient que des participants sains, il est supposable qu’une utilisation normale mĂšnerait Ă  des performances amĂ©liorĂ©es, sans aucune contrepartie nĂ©gative. Plus d’études seraient donc nĂ©cessaires afin de dĂ©terminer l’impact diffĂ©rent des jeux vidĂ©o sur les processus cognitifs en fonction du degrĂ© et type d’utilisation de ceux-ci (c.-Ă -d., utilisation occasionnelle, frĂ©quente, ou pathologique)

    The empirical analysis of non-problematic video gaming and cognitive skills: a systematic review

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    Videogames have become one of the most popular leisure activities worldwide, including multiple game genres with different characteristics and levels of involvement required. Although a small minority of excessive players suffer detrimental consequences including impairment of several cognitive skills (e.g., inhibition, decision-making), it has also been demonstrated that playing videogames can improve different cognitive skills. Therefore, the current paper systematically reviewed the empirical studies experimentally investigating the positive impact of videogames on cognitive skills. Following a number of inclusion and exclusion criteria, a total of 32 papers were identified as empirically investigating three specific skills: taskswitching (eight studies), attentional control (22 studies), and sub-second time perception (two studies). Results demonstrated that compared to control groups, non-problematic use of videogames can lead to improved task-switching, more effective top-down attentional control and processing speed and increased sub-second time perception. Two studies highlighted the impact of gaming on cognitive skills differs depends upon game genre. The studies reviewed suggest that videogame play can have a positive impact on cognitive processes for players

    DNA vaccination for prostate cancer: key concepts and considerations

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    While locally confined prostate cancer is associated with a low five year mortality rate, advanced or metastatic disease remains a major challenge for healthcare professionals to treat and is usually terminal. As such, there is a need for the development of new, efficacious therapies for prostate cancer. Immunotherapy represents a promising approach where the host’s immune system is harnessed to mount an anti-tumour effect, and the licensing of the first prostate cancer specific immunotherapy in 2010 has opened the door for other immunotherapies to gain regulatory approval. Among these strategies DNA vaccines are an attractive option in terms of their ability to elicit a highly specific, potent and wide-sweeping immune response. Several DNA vaccines have been tested for prostate cancer and while they have demonstrated a good safety profile they have faced problems with low efficacy and immunogenicity compared to other immunotherapeutic approaches. This review focuses on the positive aspects of DNA vaccines for prostate cancer that have been assessed in preclinical and clinical trials thus far and examines the key considerations that must be employed to improve the efficacy and immunogenicity of these vaccines
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