4,326 research outputs found
Characterization of single-crystal synthetic diamond for multi-watt continuous-wave Raman lasers
A continuous-wave diamond Raman laser is demonstrated with an output power of 5.1 W at 1217 nm. This Raman laser is intracavity pumped by a side-pumped Nd:YLF rod laser: a 43-fold brightness enhancement between the Nd:YLF and diamond Raman lasers is observed, with the M2 beam propagation factor of the diamond Raman laser measured to be <; 1.2. Although higher output powers are demonstrated in a similar configuration using KGd(WO4)2 (KGW) as the Raman laser material (6.1 W), the brightness enhancement is much lower (2.5 fold) due to the poorer beam quality of the KGW Raman laser (M2 <; 6). The Raman gain coefficient of single-crystal synthetic diamond at a pump wavelength of 1064-nm is also measured: a maximum value of 21±2 cm/GW is returned compared to 5.7±0.5 cm/GW for KGW at the same wavelength
Continuous-wave Raman laser pumped within a semiconductor disk laser cavity
A KGd(WO4)(2) Raman laser was pumped within the cavity of a cw diode-pumped InGaAs semiconductor disk laser (SDL). The Raman laser threshold was reached for 5: 6W of absorbed diode pump power, and output power up to 0.8W at 1143nm, with optical conversion efficiency of 7.5% with respect to the absorbed diode pump power, was demonstrated. Tuning the SDL resulted in tuning of the Raman laser output between 1133 and 1157nm
Benchmarking Deep Learning Architectures for Predicting Readmission to the ICU and Describing Patients-at-Risk
Objective: To compare different deep learning architectures for predicting
the risk of readmission within 30 days of discharge from the intensive care
unit (ICU). The interpretability of attention-based models is leveraged to
describe patients-at-risk. Methods: Several deep learning architectures making
use of attention mechanisms, recurrent layers, neural ordinary differential
equations (ODEs), and medical concept embeddings with time-aware attention were
trained using publicly available electronic medical record data (MIMIC-III)
associated with 45,298 ICU stays for 33,150 patients. Bayesian inference was
used to compute the posterior over weights of an attention-based model. Odds
ratios associated with an increased risk of readmission were computed for
static variables. Diagnoses, procedures, medications, and vital signs were
ranked according to the associated risk of readmission. Results: A recurrent
neural network, with time dynamics of code embeddings computed by neural ODEs,
achieved the highest average precision of 0.331 (AUROC: 0.739, F1-Score:
0.372). Predictive accuracy was comparable across neural network architectures.
Groups of patients at risk included those suffering from infectious
complications, with chronic or progressive conditions, and for whom standard
medical care was not suitable. Conclusions: Attention-based networks may be
preferable to recurrent networks if an interpretable model is required, at only
marginal cost in predictive accuracy
Agency and discourse on distress
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R E V I E W Style and non-style in anatomical illustration: From Renaissance Humanism to Henry Gray
Abstract Style is a familiar category for the analysis of art. It is less so in the history of anatomical illustration. The great Renaissance and Baroque picture books of anatomy illustrated with stylish woodcuts and engravings, such as those by Charles Estienne, Andreas Vesalius and Govard Bidloo, showed figures in dramatic action in keeping with philosophical and theological ideas about human nature. Parallels can be found in paintings of the period, such as those by Titian, Michelangelo and Hans Baldung Grien. The anatomists also claimed to portray the body in an objective manner, and showed themselves as heroes of the discovery of human knowledge. Rembrandt's painting of Dr Nicholas Tulp is the best-known image of the anatomist as hero. The British empirical tradition in the 18th century saw William Cheselden and William Hunter working with techniques of representation that were intended to guarantee detailed realism. The ambition to portray forms life-size led to massive volumes, such as those by Antonio Mascagni. John Bell, the Scottish anatomist, criticized the size and pretensions of the earlier books and argued for a plain style adapted to the needs of teaching and surgery. Henry Gray's famous Anatomy of 1858, illustrated by Henry Vandyke Carter, aspired to a simple descriptive mode of functional representation that avoided stylishness, resulting in a style of its own. Successive editions of Gray progressively saw the replacement of Gray's method and of all his illustrations. The 150th anniversary edition, edited by Susan Standring, radically re-thinks the role of Gray's book within the teaching of medicine
“The testimony of my own eyes”: The Strange Case of the Mammal with a Beak
There has always been a significant element of trust when we look at an image of something we have not seen, above all when it looks naturalistic and convincing. Illustrators often employ naturalistic tricks in the service of the “rhetoric of reality.” The case study is the Australian Duck-Billed Platypus, which stretched credibility when it was first discovered, resembling an artificially confected monster. The first scientific account, by George Shaw in T he Naturalist’s Miscellany in 1799, is a masterpiece of wonder and scepticism in which he finally convinces himself and us of the reality of the strange beast. However, how many of us have seen a real one
Get Your Head in the Game: Using Gamification in Business Education to Connect with Generation Y
Generation Y learners think and learn differently. They seek learning environments that are relaxed, flexible, interactive, and engaging. Gamification incorporates game mechanics to non-game contexts and has been found to motivate or incentivize students using rewards such as points, badges, and certificates. The purpose of this research is to investigate how utilizing gamification mechanics and customer engagement principles in college business courses can engage and foster learning among Generation Y students. Findings from this research suggest that using gamification techniques in the classroom can be an effective tool for enhancing student engagement and learning. Implications and future research are presented
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