2,101 research outputs found

    Natalizumab in the treatment of multiple sclerosis

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    Natalizumab is a monoclonal antibody, representing a new class of medication for treating relapsing multiple sclerosis (MS). Conventional treatments include interferons, glatiramer acetate and chemotherapies such as mitoxantrone and cyclophosphamide. These therapies offer only modest clinical benefits and are commonly not tolerated due to side effects. Natalizumab has been proven in large-scale, blinded, randomized, controlled trials to have an exceptional effect on preventing relapses, decreasing the risk of sustained progression of disability, and increasing the rate of disease-free patients over a 24-month period compared to placebo. These trials led to the speedy approval of natalizumab for treating relapsing MS, but its use was halted a few months after its induction after several cases of progressive multifocal leukoencephalopathy (PML), a fatal demyelinating disease affecting the central nervous system. After a long deliberation by an FDA advisory panel and strong support from the MS community, natalizumab was reapproved with stringent restrictions including patient, provider and site registration. Natalizumab is now considered second-line therapy for patients who have failed first-line agents such as interferon or glatiramer acetate. As little is known about additional risk factors for PML and other potential infections, patients and providers must work together to carefully decide if potential benefits outweigh these rare but potentially devastating complications

    An FPGA Noise Resistant Digital Temperature Sensor with Auto Calibration

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    In recent years, thermal sensing in digital devices has become increasingly important. From a security perspective, new thermal-based attacks have revealed vulnerabilities in digital devices. Traditional temperature sensors using analog-to-digital converters consume significant power and are not conducive to rapid development. As a result, there has been an escalating demand for low cost, low power digital temperature sensors that can be seamlessly integrated onto digital devices. This research seeks to create a modular Field Programmable Gate Array digital temperature sensor with auto one-point calibration to eliminate the excessive costs and time associated with calibrating existing digital temperature sensors. In addition, to support the auxiliary protection role, the sensor is evaluated alongside a RSA circuit implemented on the same chip, with methods developed to mitigate noise and power fluctuations introduced by the main circuit. The result is a digital temperature sensor resistant to noise and suitable for quick mass deployment in digital devices

    Constrained Burn Optimization for the International Space Station

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    In long-term trajectory planning for the International Space Station (ISS), translational burns are currently targeted sequentially to meet the immediate trajectory constraints, rather than simultaneously to meet all constraints, do not employ gradient-based search techniques, and are not optimized for a minimum total deltav (v) solution. An analytic formulation of the constraint gradients is developed and used in an optimization solver to overcome these obstacles. Two trajectory examples are explored, highlighting the advantage of the proposed method over the current approach, as well as the potential v and propellant savings in the event of propellant shortages

    Workplace Bullying, Perceived Job Stressors, and Psychological Distress: Gender and Race Differences in the Stress Process

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    A large body of empirical research documents the adverse mental health consequences of workplace bullying. However, less is known about gender and race differences in the processes that link workplace bullying and poor mental health. In the current study, we use structural equation modeling of survey data from the 2010 Health and Retirement Study (N ¼ 2292) and draw on stress process theory to examine coworker support as a buffering mechanism against workplace bullying, and gender and race differences in the relationships between bullying and psychological distress. The results of the analysis indicate that coworker support serves as a protective buffer against workplace bullying, although the buffering effect is relatively small. We also find that the effects of workplace bullying more heavily impact women and persons of color. Specifically, women and African American individuals in our sample were less protected from the buffering mechanism of co-worker social support

    Measurements of Heart Rate and Accelerometry to Determine the Physical Activity Level in Boys Playing Paintball

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    International Journal of Exercise Science 6(3) : 199-207, 2013. Paintball is a popular recreational sport played by 3.655 million Americans and may be sufficient physical activity to promote health. Paintball has been played as an organized sport since the 1980’s and is essentially a game of tag, except instead of touching an opponent by hand opponents are tagged by shooting them with a paintball that leaves a mark indicating who has been eliminated. A previous evaluation of paintball as physical activity had 13 subjects undergo a VO2max test to develop a heart rate (HR) /oxygen consumption relationship, and it was observed that heart rates during paintball were 68-73% of the measured maximal HR. The present study used accelerometry and HR monitors to evaluate the quantity and intensity of physical activity in boys playing paintball. Eleven boys (12.7 ± 1.0 y, 51.5 ± 11.3 kg, 161.8 ± 10.1 cm) engaged in a VO2max test to develop a HR/oxygen consumption correlation. On a separate day the boys played 7 games of outdoor paintball while wearing a HR monitor and accelerometer. The boys played paintball for 11.5 ± 6.2 minutes/game for a total of 80.6 ± 10.0 minutes of game play. Average HR during paintball play was 129.6 ± 6.6 beats/min, representing 39.9 ± 12.9% VO2max. Based on accelerometry, the boys accumulated 63.2 ± 15.6 minutes of moderate intensity activity and 2.6 ± 2.8 minutes of vigorous activity during paintball. These data suggest that playing paintball may be considered as physical activity that is \u3e 3 METs, and thus health promoting

    Effects of Energy Drinks on Metabolism at Rest and During Submaximal Treadmill Exercise in College Age Males.

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    Energy drinks are widely available and popular among athletes and non-athletes. However, the effects of energy drinks on resting and exercise energy expenditure and metabolism remain largely unknown. On four separate occasions, baseline measurements of resting metabolic rate (RMR) and Respiratory Exchange Ratio (RER) were obtained in ten healthy males (21.4 ± 1.6 y, 77.60± 7.5 kg, 180.0 ± 7.1 cm). Then, in a randomly assigned cross-over design, the subjects consumed 473 ml of one of three commercially available energy drinks or a placebo and then RMR and RER were measured 1 hour later. The subjects then engaged in 15 minutes of treadmill exercise at 50% of V02max, during which RER and oxygen consumption (VO2) were measured. RMR was not changed by placebo, but increased (P\u3c0.05, means ± se) above baseline by 10 ± 2.5%, 15.0 ± 2.9%, and 15.3 ± 2.9%, following Energy Drink One, Energy Drink Two, and Energy Drink Three (respectively) with no differences between energy drinks. RER was reduced below baseline (P\u3c0.05) by 4.9 ± 1.5% in the placebo and increased (P\u3c0.05) above baseline by 12.8 ± 1.8%, 9.6 ± 1.3%, and 9.0 ± 1.3% following Energy Drink One, Energy Drink Two, and Energy Drink Three (respectively) with no differences between energy drinks. Oxygen consumption and RER during submaximal exercise were not different between placebo, Energy Drink One, Energy Drink Two, or Energy Drink Three. These data indicate that energy drink consumption increases RMR and carbohydrate use at rest, but metabolism during submaximal exercise remains unchanged

    Wii, Kinect, & Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students.

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    International Journal of Exercise Science 7(1) : 22-32, 2014. Nintendo Wii, Sony Playstation Move, and Microsoft XBOX Kinect are home video gaming systems that involve player movement to control on-screen game play. Numerous investigations have demonstrated that playing Wii is moderate physical activity at best, but Move and Kinect have not been as thoroughly investigated. The purpose of this study was to compare heart rate, oxygen consumption, and ventilation while playing the games Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat. Heart rate, oxygen consumption, and ventilation were measured at rest and during a graded exercise test in 10 males and 9 females (19.8 ± 0.33 y, 175.4 ± 2.0 cm, 80.2 ± 7.7 kg,). On another day, in a randomized order, the participants played Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat while heart rate, ventilation, and oxygen consumption were measured. There were no differences in heart rate (116.0 ± 18.3 vs. 119.3 ± 17.6 vs. 120.1 ± 17.6 beats/min), oxygen consumption (9.2 ± 3.0 vs. 10.6 ± 2.4 vs. 9.6 ± 2.4 ml/kg/min), or minute ventilation (18.9 ± 5.7 vs. 20.8 ± 8.0 vs. 19.7 ± 6.4 L/min) when playing Wii boxing, Kinect boxing, or Move Gladiatorial Combat (respectively). Playing Nintendo Wii Boxing, XBOX Kinect Boxing, and Sony PlayStation Move Gladiatorial Combat all increase heart rate, oxygen consumption, and ventilation above resting levels but there were no significant differences between gaming systems. Overall, playing a “physically active” home video game system does not meet the minimal threshold for moderate intensity physical activity, regardless of gaming system
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