631 research outputs found
Data analysis methods for copy number discovery and interpretation
Copy
number
variation
(CNV)
is
an
important
type
of
genetic
variation
that
can
give
rise
to
a
wide
variety
of
phenotypic
traits.
Differences
in
copy
number
are
thought
to
play
major
roles
in
processes
that
involve
dosage
sensitive
genes,
providing
beneficial,
deleterious
or
neutral
modifications
to
individual
phenotypes.
Copy
number
analysis
has
long
been
a
standard
in
clinical
cytogenetic
laboratories.
Gene
deletions
and
duplications
can
often
be
linked
with
genetic
Syndromes
such
as:
the
7q11.23
deletion
of
Williams-‐Bueren
Syndrome,
the
22q11
deletion
of
DiGeorge
syndrome
and
the
17q11.2
duplication
of
Potocki-‐Lupski
syndrome.
Interestingly,
copy
number
based
genomic
disorders
often
display
reciprocal
deletion
/
duplication
syndromes,
with
the
latter
frequently
exhibiting
milder
symptoms.
Moreover,
the
study
of
chromosomal
imbalances
plays
a
key
role
in
cancer
research.
The
datasets
used
for
the
development
of
analysis
methods
during
this
project
are
generated
as
part
of
the
cutting-‐edge
translational
project,
Deciphering
Developmental
Disorders
(DDD).
This
project,
the
DDD,
is
the
first
of
its
kind
and
will
directly
apply
state
of
the
art
technologies,
in
the
form
of
ultra-‐high
resolution
microarray
and
next
generation
sequencing
(NGS),
to
real-‐time
genetic
clinical
practice.
It
is
collaboration
between
the
Wellcome
Trust
Sanger
Institute
(WTSI)
and
the
National
Health
Service
(NHS)
involving
the
24
regional
genetic
services
across
the
UK
and
Ireland.
Although
the
application
of
DNA
microarrays
for
the
detection
of
CNVs
is
well
established,
individual
change
point
detection
algorithms
often
display
variable
performances.
The
definition
of
an
optimal
set
of
parameters
for
achieving
a
certain
level
of
performance
is
rarely
straightforward,
especially
where
data
qualities
vary ... [cont.]
A cultural challenge for the Western Australian legal profession: a lack of diversity at the WA Bar?
At the request of the Western Australian Bar Association, the authors undertook a study into issues of diversity at the Western Australian Bar. Members of the Association had noticed, but not specifically studied, various demographic imbalances in the Bar’s constitution. A review of the literature revealed that there was a paucity of statistical analysis of the makeup of Australian barrister associations generally, let alone into any specific reasons as to how and why a demographic imbalance might exist. Recognising that a clearer picture of the breakdown of the demographics of the Western Australian legal profession and of the specific cultures that might exist at the Bar was needed, the authors undertook a study that examined whether there was an existing legal monoculture at the Bar, and if so what some of the reasons for this might be
A Real Time Motion Capture System, Using USB Based Tri-Axis Magnetic and Inertial Sensors for Movement Based Relaxation
scalable motion capture system based on multiple orientation
sensors, each consisting of tri-axis magnetic and gravitational field
transducers, for use in kinematic studies; is presented. Outlined is a
novel system capable of accessing real time data from multiple
sensors, via one universal serial bus host, using a dynamic link
library. In addition, design considerations; implementation and
performance of the system are analysed and discussed
Reducing Sensor Density Requirements For Kinematic Controllers In A Full Posture Yoga Gaming Application
Integration of whole body movements with virtual reality environments and computer games has many benefits for exercise training and rehabilitation. Such applications can serve as a virtual personal trainer for different exercise therapies. Current examples of this are based on provision of visual feedback to the user via a webcam yet these allow the player to deviate from the desired exercise sequence without direct warning or feedback. This can be solved by tracking body movements using orientation sensors. However, tracking and providing real time feedback for whole body movements for exercise therapies such as Yoga can prove very complex and require the use of a large number of sensors on body segments. In this paper we describe a methodological approach that can facilitate the development of a body movement driven Yoga exercise computer game that can discriminate player performance level with the use of minimum instrumentation
The E-Motion System: Motion Capture and Movement-based Biofeedback Game
This paper describes the development of a movement based training game aimed at teaching users an exercise program. This is achieved through analysing body posture as the player performs the exercise routine while concurrently receiving real-time feedback from the game. An in-depth post game feedback system also features, giving the player a detailed account of their performance after completing the exercise routine. Analysis of the player’s posture is achieved by placing orientation sensors on appropriate parts of the players’ body. The game can then read and interpret data from these sensors reconstructing a live 3D model of the players’ posture. The game has the kinematic data of an expert performing the current exercise routine stored in memory, which is compared to the kinematic data of the current player and appropriate feedback is given to aid the player in performing the exercise. The theme of the prototype game currently developed is that of a yoga training game (E-Yoga)
Reducing Sensor Density Requirements For Kinematic Controllers In A Full Posture Yoga Gaming Application
Integration of whole body movements with virtual reality environments and computer games has many benefits for exercise training and rehabilitation. Such applications can serve as a virtual personal trainer for different exercise therapies. Current examples of this are based on provision of visual feedback to the user via a webcam yet these allow the player to deviate from the desired exercise sequence without direct warning or feedback. This can be solved by tracking body movements using orientation sensors. However, tracking and providing real time feedback for whole body movements for exercise therapies such as Yoga can prove very complex and require the use of a large number of sensors on body segments. In this paper we describe a methodological approach that can facilitate the development of a body movement driven Yoga exercise computer game that can discriminate player performance level with the use of minimum instrumentation
A Prototype Sourceless Kinematic-Feedback Based Video Game for Movement Based Exercise
This paper presents a prototype kinematic and
audio feedback based video game, availing of a scalable motion
capture acquisition system, based around a number of
orientation sensors. The orientation sensors used are USB
based tri-axis magnetic and gravitational field transducers.
The novel video-game is capable of incorporating the real time
data from these sensors to control an on screen avatar, which
in turn can be programmed to give appropriate instructions to
the user i.e. play a sound file, once the user obtains a certain
posture. The video game is designed to promote physical
exercise and movement based relaxation, in particular; Yoga.
In addition, design considerations; implementation and
performance of the system are analyzed, discussed and the
accuracy qualitatively analyzed by comparing movement data
obtained from it to that of a validated motion analysis
technique, the CODA motion analysis system
Large scale variation in DNA copy number in chicken breeds
Background Detecting genetic variation is a critical step in elucidating the molecular mechanisms underlying phenotypic diversity. Until recently, such detection has mostly focused on single nucleotide polymorphisms (SNPs) because of the ease in screening complete genomes. Another type of variant, copy number variation (CNV), is emerging as a significant contributor to phenotypic variation in many species. Here we describe a genome-wide CNV study using array comparative genomic hybridization (aCGH) in a wide variety of chicken breeds. Results We identified 3,154 CNVs, grouped into 1,556 CNV regions (CNVRs). Thirty percent of the CNVs were detected in at least 2 individuals. The average size of the CNVs detected was 46.3 kb with the largest CNV, located on GGAZ, being 4.3 Mb. Approximately 75% of the CNVs are copy number losses relatively to the Red Jungle Fowl reference genome. The genome coverage of CNVRs in this study is 60 Mb, which represents almost 5.4% of the chicken genome. In particular large gene families such as the keratin gene family and the MHC show extensive CNV. Conclusions A relative large group of the CNVs are line-specific, several of which were previously shown to be related to the causative mutation for a number of phenotypic variants. The chance that inter-specific CNVs fall into CNVRs detected in chicken is related to the evolutionary distance between the species. Our results provide a valuable resource for the study of genetic and phenotypic variation in this phenotypically diverse species
Usability Evaluation of E-Motion: A Virtual Rehabilitation System Designed to Demonstrate, Instruct and Monitor a Therapeutic Exercise Programme
The importance of systematic usability
evaluation of virtual rehabilitation systems cannot be
underestimated. We have developed a virtual rehabilitation
system with the functionality to guide a user through a
therapeutic exercise programme. Progression is determined
by users’ ability to replicate movements as demonstrated by
an on-screen character. Visual and auditory corrective
feedback is provided during exercise in order to improve the
user’s postural control and biomechanical alignment. The
objective of this study was to evaluate the usability of our
system and subsequently implement modifications aimed at
improving fidelity and ease of use. The first stage of our
evaluation involved conducting an expert walkthrough with
six experts currently researching in areas related to the
system design. Following system refinement and
modification we conducted a user evaluation study with
twelve novice users using VRUSE, a computerised
questionnaire-based usability evaluation tool for assessment
of virtual environments. Results have provided a systematic
evaluation of the system, provided information for guidance
on system alterations and will allow comparison of usability
levels with similar virtual rehabilitation systems tested with
the same protocol
Usability Evaluation of E-Motion: A Virtual Rehabilitation System Designed to Demonstrate, Instruct and Monitor a Therapeutic Exercise Programme
The importance of systematic usability
evaluation of virtual rehabilitation systems cannot be
underestimated. We have developed a virtual rehabilitation
system with the functionality to guide a user through a
therapeutic exercise programme. Progression is determined
by users’ ability to replicate movements as demonstrated by
an on-screen character. Visual and auditory corrective
feedback is provided during exercise in order to improve the
user’s postural control and biomechanical alignment. The
objective of this study was to evaluate the usability of our
system and subsequently implement modifications aimed at
improving fidelity and ease of use. The first stage of our
evaluation involved conducting an expert walkthrough with
six experts currently researching in areas related to the
system design. Following system refinement and
modification we conducted a user evaluation study with
twelve novice users using VRUSE, a computerised
questionnaire-based usability evaluation tool for assessment
of virtual environments. Results have provided a systematic
evaluation of the system, provided information for guidance
on system alterations and will allow comparison of usability
levels with similar virtual rehabilitation systems tested with
the same protocol
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