19 research outputs found

    Stent-assisted Endovascular Therapy of Complex Intracranial Aneurysms

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    Association of Intracranial Aneurysms With Aortic Aneurysms in 125 Patients With Fusiform and 4253 Patients With Saccular Intracranial Aneurysms and Their Family Members and Population Controls

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    Background-Varying degrees of co-occurrence of intracranial aneurysms (IA) and aortic aneurysms (AA) have been reported. We sought to compare the risk for AA in fusiform intracranial aneurysms (fIA) and saccular intracranial aneurysms (sIA) disease and evaluate possible genetic connection between the fIA disease and AAs. Additionally, the characteristics and aneurysms of the fIA and sIA patients were compared. Methods and Results-The Kuopio Intracranial Aneurysm Database includes all 4253 sIA and 125 fIA patients from its Eastern Finnish catchment population, and 13 009 matched population controls and 18 455 first-degree relatives to the IA patients were identified, and the Finnish national registers were used to identify the individuals with AA. A total of 33 fIA patients were studied using an exomic gene panel of 37 genes associated with AAs. Seventeen (14.4%) fIA patients and 48 (1.2%) sIA patients had a diagnosis of AA. Both fIA and sIA patients had AAs significantly more often than their controls (1.2% and 0.5%) or relatives (0.9% and 0.3%). In a competing risks Cox regression model, the presence of fIA was the strongest risk factor for AA (subdistribution hazard ratio 7.6, 95% CI 3.9-14.9, P Conclusions-The prevalence of AAs is increased slightly in sIA patients and significantly in fIA patients. fIA patients are older and have more comorbid diseases than sIA patients but this alone does not explain their clinically significant AA risk.Peer reviewe

    COVID-19 mRNA vaccine induced antibody responses against three SARS-CoV-2 variants

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    As SARS-CoV-2 has been circulating for over a year, dozens of vaccine candidates are under development or in clinical use. The BNT162b2 mRNA COVID-19 vaccine induces spike protein-specific neutralizing antibodies associated with protective immunity. The emergence of the B.1.1.7 and B.1.351 variants has raised concerns of reduced vaccine efficacy and increased re-infection rates. Here we show, that after the second dose, the sera of BNT162b2-vaccinated health care workers (n=180) effectively neutralize the SARS-CoV-2 variant with the D614G substitution and the B.1.1.7 variant, whereas the neutralization of the B.1.351 variant is five-fold reduced. Despite the reduction, 92% of the seronegative vaccinees have a neutralization titre of >20 for the B.1.351 variant indicating some protection. The vaccinees' neutralization titres exceeded those of recovered non-hospitalized COVID-19 patients. Our work provides evidence that the second dose of the BNT162b2 vaccine induces cross-neutralization of at least some of the circulating SARS-CoV-2 variants. Emerging SARS-CoV-2 variants contain mutations in the spike protein that may affect vaccine efficacy. Here, Jalkanen et al. show, using sera from 180 BNT162b2-vaccinated health care workers, that neutralization of SARS-CoV2 variant B.1.1.7 is not affected, while neutralization of B.1.351 variant is five-fold reduced.Peer reviewe

    COVID-19 mRNA vaccine induced antibody responses against three SARS-CoV-2 variants

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    As SARS-CoV-2 has been circulating for over a year, dozens of vaccine candidates are under development or in clinical use. The BNT162b2 mRNA COVID-19 vaccine induces spike protein-specific neutralizing antibodies associated with protective immunity. The emergence of the B.1.1.7 and B.1.351 variants has raised concerns of reduced vaccine efficacy and increased re-infection rates. Here we show, that after the second dose, the sera of BNT162b2-vaccinated health care workers (n = 180) effectively neutralize the SARS-CoV-2 variant with the D614G substitution and the B.1.1.7 variant, whereas the neutralization of the B.1.351 variant is five-fold reduced. Despite the reduction, 92% of the seronegative vaccinees have a neutralization titre of >20 for the B.1.351 variant indicating some protection. The vaccinees’ neutralization titres exceeded those of recovered non-hospitalized COVID-19 patients. Our work provides evidence that the second dose of the BNT162b2 vaccine induces cross-neutralization of at least some of the circulating SARS-CoV-2 variants

    Controlled Monofunctionalization of Molecular Spherical Nucleic Acids on a Buckminster Fullerene Core

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    An azide-functionalized 12-armed Buckminster fullerene has been monosubstituted in organic media with a substoichiometric amount of cyclooctyne-modified oligonucleo-tides. Exposing the intermediate products then to the same reaction (i. e., strain-promoted alkyne-azide cycloaddition, SPAAC) with an excess of slightly different oligonucleotide constituents in an aqueous medium yields molecularly defined monofunctionalized spherical nucleic acids (SNAs). This procedure offers a controlled synthesis scheme in which one oligonucleotide arm can be functionalized with labels or other conjugate groups (1,4,7,10-tetraazacyclododecane-1,4,7,10-tetraacetic acid, DOTA, and Alexa-488 demonstrated), whereas the rest of the 11 arms can be left unmodified or modified by other conjugate groups in order to decorate the SNAs' outer sphere. Extra attention has been paid to the homogeneity and authenticity of the C60-azide scaffold used for the assembly of full-armed SNAs

    COVID-19 mRNA vaccine induced antibody responses against three SARS-CoV-2 variants

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    As SARS-CoV-2 has been circulating for over a year, dozens of vaccine candidates are under development or in clinical use. The BNT162b2 mRNA COVID-19 vaccine induces spike protein-specific neutralizing antibodies associated with protective immunity. The emergence of the B.1.1.7 and B.1.351 variants has raised concerns of reduced vaccine efficacy and increased re-infection rates. Here we show, that after the second dose, the sera of BNT162b2-vaccinated health care workers (n=180) effectively neutralize the SARS-CoV-2 variant with the D614G substitution and the B.1.1.7 variant, whereas the neutralization of the B.1.351 variant is five-fold reduced. Despite the reduction, 92% of the seronegative vaccinees have a neutralization titre of >20 for the B.1.351 variant indicating some protection. The vaccinees' neutralization titres exceeded those of recovered non-hospitalized COVID-19 patients. Our work provides evidence that the second dose of the BNT162b2 vaccine induces cross-neutralization of at least some of the circulating SARS-CoV-2 variants. Emerging SARS-CoV-2 variants contain mutations in the spike protein that may affect vaccine efficacy. Here, Jalkanen et al. show, using sera from 180 BNT162b2-vaccinated health care workers, that neutralization of SARS-CoV2 variant B.1.1.7 is not affected, while neutralization of B.1.351 variant is five-fold reduced.</p

    Tilavarausjärjestelmä

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    Työn tavoitteena oli toteuttaa Profimill Engineering Oy:lle tilavarausjärjestelmä, jonka avulla voidaan seurata ja hallita kiinteistön tilavarauksia. Sovellus on selainpohjainen ja tietojen tallentamiseen käytetään tietokantaa. Päänäkymänä on kalenteri, josta voidaan seurata ja suorittaa tilojen varauksia. Sovelluksen muilla sivuilla hallitaan asiakkaiden, tilojen, ryhmien ja laitteiden tietoja. Sovellus toteutettiin ASP.NET-tekniikalla ja tietojen tallentamiseen käytetään Microsoft SQL Server –tietokantaa. Sovelluksessa hyödynnetään kolmannen osapuolen ASP.NET-komponentteja. Sivuston dynaamiset osat toteutettiin Ajax-tekniikalla, käyttämällä Microsoft Ajax Extensions -komponentteja. Sovellukseen toteutettiin kaksi käyttäjätasoa: pääkäyttäjä ja vierailija. Pääkäyttäjällä on täydet luku- ja kirjoitusoikeudet, vierailijalla vain kalenterin lukuoikeus. Sovellus lokalisoitiin suomen ja englannin kielille, ASP.NET-resurssitiedostoja käyttämällä. Ohjelmaa kehitettiin noin viikon mittaisissa jaksoissa, niin että koko ajan oli ajan tasalla oleva ja toimiva versio käytettävissä. Lopputuloksena syntyi toimiva ohjelma, johon tullaan toteuttamaan lisäominaisuuksia myöhemmin. Ohjelma liitetään osaksi ohjelmistokokonaisuutta, jolla voidaan monipuolisesti seurata ja hallinnoida kiinteistön energiankulutusta.The purpose of the study was to create a space reservation system for Profimill Engineering Oy that enables the viewing and management of space reservations in the facility. The application is browser-based and uses database for data storing. The main view is a calendar that can be used for viewing and performing space reservations. Other pages of the application are used for managing information about customers, spaces, groups and equipment. The application was created with the ASP.NET technology and Microsoft SQL Server is used for data storing. Third party ASP.NET components are utilized in the application. The dynamic parts of the website were created using the Ajax technology by using Microsoft Ajax Extensions components. Two user levels were created in the application: main user and visitor. The main user has full read and write permissions, the visitor only has the permission to read the calendar. The application was localized in the Finnish and English languages, using ASP.NET Resource files. The application was developed in about one week-long periods so that all the time there was-up-to-date and functional version of the application available. The end result was a functional product that will have additional features added later. The application will be integrated into a software package that can be used for wide range monitoring and managing of facility energy consumption of the facility

    GAMIFYING VIRTUAL CO-CREATION

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    The purpose of this study is to describe and analyse how gamification can support the virtual co-creation. Gamification, the use of game elements in a non-game context, enables online services to take the next necessary steps to improve the value of a co-creation experience. This approach goes beyond the traditional utility and usability - orientation to ensure an enjoyable co-creation experience. Gamification is not limited to virtual environments, but advancements in technology have enabled more and more widespread possibilities to gamify virtual co-creation. The idea of this study is to create knowledge that would give multidisciplinary insights on the topic to practitioners as gamification is still a very novel topic in academic literature. The theoretical framework for this study is first constructed based on previous literature on virtual co-creation, which is then combined with the findings from the analysis of the information gathered from 11 scholars and practitioners. Gamified virtual co-creation is divided into three blocks, which consists in total of five different components. The blocks explain the users' ability and motives to participate in virtual co-creation in addition to describing the actual co-creation activities. This framework guides then the analysis of nine user interviews on the respondents' experiences and beliefs on gamification in virtual co-creation. Sofanatics was chosen as the case company due to its versatile use of various gameful elements. Thus it is possible to compare the perceived co-creation before and after gamification. This study uses abductive reasoning with a hermeneutic qualitative research approach. Empirical material was collected through semi-constructed interviews with components of an active interview. The study had the advantage to handpick all interviewees, which were divided into two different groups. Experts represent the essential disciplines or industries for the study's purpose. 10 experts were interviewed and a questionnaire was distributed to one expert. Nine users were chosen to be interviewed mainly based on Sofanatic's statistics on their behaviour history. The first outcome of this research is a framework of gamification's connection to the virtual co-creation. The constructed framework reflects well the findings from the Sofanatics user interviews. It is identified that users' ability to co-create value in virtual environment is connected with a transparent communication of gamification's reward logic in addition to clear co-creation roles. The study confirms the suggestion thatgamification has only a light connection to user behaviour before value co-creation. In addition the study found three user groups. The co-creation of two of these groups is not supported by the service or gameful elements. This might have been connected to the popularity of the service along with the effectiveness of the applied gamification. Key words: Gamification, Virtual Co-Creation   Tiivistelmä Tämän tutkielman tarkoituksena on kuvata ja analysoida virtuaalisten arvonluonnin tukemista pelillisillä keinoilla. Pelillistäminen tarkoittaa pelillisten elementtien käyttöä varsinaisten pelien ulkopuolella. Pelillisten elementtien käyttö mahdollistaa arvonluontikokemuksen kehittämisen vallitsevassa tilanteessa, jossa tehokkuus- ja käytettävyysajattelu muuttuvat koetusta lisäarvosta palvelulle asetettaviksi vaatimuksiksi. Ilmiönä pelillistäminen on tuttu kanta-asiakasjärjestelmistä, mutta sähköisten menetelmien kehittyessä virtuaaliset pelilliset elementit tarjoavat uusia mahdollisuuksia palvella asiakkaita. Tutkielman tavoitteena pyrkii luomaan poikki-tieteellistä tietoa alueen toimijoille aiheen ollessa markkinoinnissa lähes tutkimaton. Tutkielman teoreettisen viitekehyksen synteesi muodostuu arvonluontia ja pelillisyyttä käsittelevien tutkimusten sekä tutkielmassa kerätyn materiaalin analyysin pohjalta. Materiaalia kerättiin yhteensä 11 alan tutkijalta ja toimijalta. Pelillistetty virtuaalinen arvonluonti jakautuu viitekehyksessä kolmeen osaan, jotka selittävät käyttäjien valmiutta ja motiiveja osallistua arvonluontiin sekä kuvaavat itse arvonluontiprosessia. Tämä viitekehys ohjaa yhdeksän käyttäjähaastattelun analysointivaihetta. Sofanatics on valittu tapaustutkimukseksi, koska palvelu oli käyttänyt pelillisiä elementtejä palvelussaan vaihtelevasti. Näin niiden merkitystä on helpompi tutkia. Kvalitatiivinen tutkimustapa hermeneuttisella tutkimusotteella on valittu tutkimusmetodiksi. Lisäksi tutkielma noudattaa abduktiivistä lähestymistapaa. Empiria koostuu sekä asiantuntijoilta että käyttäjiltä kerätystä aineistoista. Materiaalia kerättiin puolistrukturoidulla haastattelumenetelmällä 10 asiantuntijalta ja yhdeksältä käyttäjältä. Tämän lisäksi yhdelle asiantuntijalle suoritettiin kyselytutkimus. Tutkija valitsi kaikki haastateltavat heidän tutkimuksellisen merkittävyytensä perusteella. Asiantuntijat edustavat pelillisyyden kannalta tärkeimpiä tieteen- ja teollisuudenaloja. Käyttäjähaastatteluihin kutsutut valittiin pääasiassa Sofanaticsin tietokannassa olevien käyttäjätietojen perusteella. Kuvatakseen pelillisyyden yhteyttä virtuaaliseen arvonluontiin tutkielma yhdistää arvonluontia käsittelevien tutkimusten tuloksia tehtyihin löydöksiin alan toimijoiden tiedoista, näkemyksistä ja uskomuksista. Malli kuvaa hyvin pelillisyyden merkitystä Sofanactisin palvelussa. Sekä käyttäjien roolien selkeys että pelillisten elementtien ymmärrettävyys korostuvat onnistuneessa arvonluonnissa. Ehdotetun viitekehyksen mukaisesti pelillisten elementtien merkitys jää vähäiseksi ennen varsinaista arvonluontia. Lisäksi analyysissä tunnistetaan kolme käyttäjäryhmää, joista kahden arvonluontia ei tuettu Sofanaticsin tai pelillisten elementtien puolesta. Tällä saattoi olla yhteys sekä pelillisyyden tehokkuuteen että koko palvelun suosioon. Asiasanat: Pelillistäminen, virtuaalinen arvonluonti
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