14,251 research outputs found

    Indigenous demosponge spicules in a Late Devonian stromatoporoid basal skeleton from the Frasnian of Belgium

    Get PDF
    This paper records the first example of a demosponge spicule framework in a single specimen of a Devonian stromatoporoid from the Frasnian of southern Belgium. The small sample (2.5 × 2 cm) is a component in a brecciated carbonate from a carbonate mound in La Boverie Quarry 30 km east of Dinant. Because of the small size of the sample, generic identification is not confirmed, but the stromatoporoid basal skeleton is similar to the genus Stromatopora. The spicules are arranged in the calcified skeleton, but not in the gallery space, and are recrystallized as multi-crystalline calcite. The spicules fall into two size ranges: 10-20 μm diameter and 500-2000 μm long for the large ones and between 5-15 μm diameter and 50-100 μm length for the small ones. In tangential section, the spicules are circular, they have a simple structure, and no axial canal has been preserved. The large spicules are always monaxons, straight or slightly curved styles or strongyles. The spicules most closely resemble halichondrid/axinellid demosponge spicules and are important rare evidence of the existence of spicules in Palaeozoic stromatoporoids, reinforcing the interpretation that stromatoporoids were sponges. The basal skeleton may have had an aragonitic spherulitic mineralogy. Furthermore, the spicules indicate that this stromatoporoid sample is a demosponge. © 2014 Lethaia Foundation. Published by John Wiley & Sons Ltd

    Two Types of K⁺ Channel Subunit, Erg1 and KCNQ2/3, Contribute to the M-Like Current in a Mammalian Neuronal Cell

    Get PDF
    The potassium M current was originally identified in sympathetic ganglion cells, and analogous currents have been reported in some central neurons and also in some neural cell lines. It has recently been suggested that the M channel in sympathetic neurons comprises a heteromultimer of KCNQ2 and KCNQ3 (Wang et al., 1998) but it is unclear whether all other M-like currents are generated by these channels. Here we report that the M-like current previously described in NG108–15 mouse neuroblastoma x rat glioma cells has two components, “fast” and “slow”, that may be differentiated kinetically and pharmacologically. We provide evidence from PCR analysis and expression studies to indicate that these two components are mediated by two distinct molecular species of K+ channel: the fast component resembles that in sympathetic ganglia and is probably carried byKCNQ2/3 channels, whereas the slow component appears to be carried by merg1a channels. Thus, the channels generating M-like currents in different cells may be heterogeneous in molecular composition

    The missing complexity in seismically imaged normal faults: What are the implications for geometry and production response?

    Get PDF
    The impact of geometric uncertainty on across-fault flow behaviour at the scale of individual intra-reservoir faults is investigated in this study. A high resolution digital elevation model (DEM) of a faulted outcrop is used to construct an outcrop-scale geocellular grid capturing high-resolution fault geometries (5 m scale). Seismic forward modelling of this grid allows generation of a 3D synthetic seismic cube, which reveals the corresponding seismically resolvable fault geometries (12.5 m scale). Construction of a second geocellular model, based upon the seismically resolvable fault geometries, allows comparison with the original outcrop geometries. Running fluid flow simulations across both models enables us to assess quantitatively the impact of outcrop resolution versus seismic resolution fault geometries upon across-fault flow. The results suggest that seismically resolvable fault geometries significantly underestimate the area of across-fault juxtaposition relative to realistic fault geometries. In turn this leads to overestimates in the sealing ability of faults, and inaccurate calculation of fault plane properties such as transmissibility multipliers (TMs)

    Using Mendelian randomization to understand and develop treatments for neurodegenerative disease

    Get PDF
    Common neurodegenerative diseases are thought to arise from a combination of environmental and genetic exposures. Mendelian randomization is a powerful way to leverage existing genetic data to investigate causal relationships between risk factors and disease. In recent years, Mendelian randomization has gathered considerable traction in neurodegenerative disease research, providing valuable insights into the aetiology of these conditions. This review aims to evaluate the impact of Mendelian randomization studies on translational medicine for neurodegenerative diseases, highlighting the advances made and challenges faced. We will first describe the fundamental principles and limitations of Mendelian randomization and then discuss the lessons from Mendelian randomization studies of environmental risk factors for neurodegeneration. We will illustrate how Mendelian randomization projects have used novel resources to study molecular pathways of neurodegenerative disease and discuss the emerging role of Mendelian randomization in drug development. Finally, we will conclude with our view of the future of Mendelian randomization in these conditions, underscoring unanswered questions in this field

    A utilitarian antagonist: the zombie in popular video games

    Get PDF
    This article takes as its starting point the prevalence of the zombie in video games. I argue that, although the zombie games often superficially resemble filmic texts in their use of aesthetic and narrative, they must be understood, less as a set of conventions and thematic metaphors in the way that the zombie text has been read in film and television scholarship, and more as a utilisation of the zombie as a utilitarian antagonist that facilitates and permits the pleasures of violence and fantasy in video game play. Beginning with the Resident Evil and Left 4 Dead series of games I examine the way that games necessarily update the notion zombie as mass antagonist via the need to vary gameplay activity through different styles of adversary for players. At the same time I will demonstrate that, far from simply being the province of the survival horror genre, the zombie appears across an array of game forms, game cultures and game productions. The zombie highlights the participatory nature of game culture in the array of zombie 'mods' that users create to transform existing games into zombie based games, in particular in relation to titles such as the Call of Duty series. At the other end of the production spectrum the zombie features heavily in the little studied area of online flash games where the zombie can be found in a variety of game genres and forms. The zombie here often operates as a pastiche of popular zombie narratives in survival games (The Last Stand), parodic engagements with zombie conventions (Jetpacks and Zombies) or play with the notion of zombie pandemics (the Infectionator games). Here I situate the zombie game as a aesthetic genre that works to provide an easily understandable context for such interactive genres as survival horror, text adventures, shooting games, physics games and driving games, with the popularity of these enough to drive numerous dedicated hosting and link sites such as zombiegames.net. The pastiche element of these games extends into gamers social engagement with games. Online debates over the the appropriate actions or preparation for a zombie holocaust are commonplace on the internet in such spaces as Zombieresearch.net. Whilst many of these sites feature decidedly tongue in cheek engagement with the notion of the zombie apocalypse, the users of fora for games like Left 4 Dead and Dead Island tend to debate this directly in the terms of the games themselves, discussing their relative merits or realism. Some of these games also highlight the specific pleasures of identifying the zombie as protagonist of sorts. In discussing this I will return to online gaming and the Left 4 Dead games in which players may compete online as part of the zombie horde. Such games raise major questions for the issues of identification and immersion that are said to be at the centre of the game experience. I will also explore the parodic pleasures of many flash games that situate the player in the role of spreading zombie infections. Throughout this article I aim to demonstrate that the zombie in game culture is less a cultural metaphor than a combination of utilitarian antagonist and a persistent aesthetic; a means of providing style or pleasure to many games that relies on the intertextual and flexible nature of the zombie as popular cultural phenomenon

    Online tutorial – meeting students’ needs

    Get PDF
    Pretendemos dar a conhecer um estudo piloto que foi desenvolvido com alunos do ensino superior e cujo objectivo passou pelo ensejo de potenciar o trabalho colaborativo entre os mesmos, bem como as suas capacidades de pesquisa. Os recursos informáticos utilizados foram espaços virtuais de colaboração, uma vez que são espaços com grandes potencialidades ao nível da colaboração e da interacção. O grupo-alvo foi constituído por estudantes de primeiro ano do ensino superior politécnico. Os estudantes estavam divididos em turmas: um grupo a tempo inteiro e outro em pós aboral, ambos frequentando o mesmo curso e a mesma unidade curricular. A estratégia de tutória adoptada iniciou-se com a apresentação de um desafio por parte da docente. Após o desafio lançado os estudantes pesquisaram acerca da temática e partilharam, no Diigo, os links/documentos que encontraram e consideraram serem pertinentes para o desenvolvimento do tema. No final, os estudantes tinham que escrever um artigo acerca do tema, tendo em conta as pesquisas desenvolvidas, as leituras efectuadas e as discussões colaborativas realizadas. Para facilitar o desenvolvimento de uma compreensão partilhada, os estudantes, além de disponibilizarem e comentarem a informação no Diigo, também participaram em sessões virtuais de discussão na plataforma Second Life®. O estudo piloto conduzido, e descrito neste documento, permitiu reunir indicadores sobre as mais valias das ferramentas online utilizadas, nomeadamente no que se refere ao grau e qualidade da participação, colaboração e interacção dos estudantes, aliados à inexistência de constrangimentos de ordem temporal e/ou física.This article will present a pilot study that was developed with students from higher education on approaches to increase the collaborative work between students, and to enhance their research skills. The methodology we are evaluating is designed around collaborative virtual spaces which offer some benefits for deeper collaboration and interaction. The target group was students from the 1st year of a Higher Level Course. One group of students was in full-time education and a second group was mature students in part-time education. Both groups are engaged on an identical course. The tutorial strategy adopted began with the teacher setting the class a challenge. Students were then invited to research the question and post whatever links/documents they consider relevant using a Diigo group, and comment on what they found (using the share and comment capabilities). The task for students was to write an article about the topic based on their research, readings and collaborative discussions. To facilitate the development of a shared understanding the students posted information and participated in virtual on-line meetings (Second Life®). The pilot study implemented, and described in this article, demonstrated some gains from the use of online tools, in particular related with the level and quality of participation, collaboration and interaction among students. The use of virtual environments allows students to participate in richer interactions at times that are more convenient to their work/study patterns, with no physical restrictionsinfo:eu-repo/semantics/publishedVersio

    Are the benefits of clickers due to the enforcement of good pedagogy?

    Get PDF
    Milperra NS

    A comparative study of the dynamic critical behavior of the four-state Potts like models

    Full text link
    We investigate the short-time critical dynamics of the Baxter-Wu (BW) and n=3n=3 Turban (3TU) models to estimate their global persistence exponent θg\theta _{g}. We conclude that this new dynamical exponent can be useful in detecting differences between the critical behavior of these models which are very difficult to obtain in usual simulations. In addition, we estimate again the dynamical exponents of the four-state Potts (FSP) model in order to compare them with results previously obtained for the BW and 3TU models and to decide between two sets of estimates presented in the current literature. We also revisit the short-time dynamics of the 3TU model in order to check if, as already found for the FSP model, the anomalous dimension of the initial magnetization x0x_{0} could be equal to zero

    Fine sediment reduces vertical migrations of Gammarus pulex (Crustacea: Amphipoda) in response to surface water loss

    Get PDF
    Surface and subsurface sediments in river ecosystems are recognized as refuges that may promote invertebrate survival during disturbances such as floods and streambed drying. Refuge use is spatiotemporally variable, with environmental factors including substrate composition, in particular the proportion of fine sediment (FS), affecting the ability of organisms to move through interstitial spaces. We conducted a laboratory experiment to examine the effects of FS on the movement of Gammarus pulex Linnaeus (Crustacea: Amphipoda) into subsurface sediments in response to surface water loss. We hypothesized that increasing volumes of FS would impede and ultimately prevent individuals from migrating into the sediments. To test this hypothesis, the proportion of FS (1–2 mm diameter) present within an open gravel matrix (4–16 mm diameter) was varied from 10 to 20% by volume in 2.5% increments. Under control conditions (0% FS), 93% of individuals moved into subsurface sediments as the water level was reduced. The proportion of individuals moving into the subsurface decreased to 74% at 10% FS, and at 20% FS no individuals entered the sediments, supporting our hypothesis. These results demonstrate the importance of reducing FS inputs into river ecosystems and restoring FS-clogged riverbeds, to promote refuge use during increasingly common instream disturbances
    corecore