153 research outputs found

    The Relationship between the UniProt Knowledgebase (UniProtKB) and the IntAct Molecular Interaction Databases

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    IntAct provides a freely available, open source database system and analysis tools for protein interaction data. All interactions are derived from literature curation or direct user submission and all experimental information relating to binary protein-protein
interactions is entered into the IntAct database by curators, via a web-based editor. Interaction information is added to the SUBUNIT comment and the RP line of the relevant publication within the UniProtKB entry. There may be a single INTERACTION comment present within a UniProtKB entry, which conveys information relevant to binary protein-protein interactions. This is automatically derived from the IntAct database and is updated on a triweekly basis. Interactions can be derived by any appropriate experimental method but must be confirmed by a second interaction if resulting from a single yeast2hybrid experiment. For large-scale experiments, interactions are considered if a high confidence score is assigned by the authors. The INTERACTION line contains a direct link to IntAct that provides detailed information for the experimental support. These lines are not changed manually and any discrepancy is reported to IntAct for updates. There is also a database crossreference line within the UniProtKB entry i.e.: DR IntAct _UniProtKB AC, which directs the user to additional interaction data for that molecule. 
UniProt is supported by grants from the National Institutes of Health, European Commission, Swiss Federal Government and PATRIC BRC.
IntAct is funded by the European Commission under FELICS, contract number 021902 (RII3) within the Research Infrastructure Action of the FP6 "Structuring the European Research Area" Programme

    Mental and perceptual feedback in the development of creative flow

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    Sketching is considered by artists and designers to be a vital tool in the creative process. However, research shows that externalisation during the creative process (i.e., sketching) is not necessary to create effectively. This study examines whether sketching may play a more important role in the subjective experience of creativity by facilitating the deeply focused, optimal state of consciousness termed ‘flow’ (being ‘in the zone’). The study additionally explored whether sketching affects flow by easing cognitive load or by providing a clearer sense of self-feedback. Participants carried out the creative mental synthesis task (combining sets of simple shapes into creative drawings), experimentally simulating the visual creative process. Ideas were generated either mentally before committing to a final drawing, or with external perceptual support through sketching, and cognitive load was varied by using either three- or five-shape sets. The sketching condition resulted in greater experience of flow and lower perceived task difficulty. However, cognitive load did not affect flow and there was no interaction between load and sketching conditions. These findings are the first to empirically demonstrate that sketching increases flow experience, and that this is not dependent on an associated reduction in overall working memory load

    Heidegger on creativity: From boredom to re-engagement with the world

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    Experimental psychologists have discussed whether boredom can help us become more creative. At first blush, this would seem to be rather unlikely. When we are bored, we are disengaged; we cannot be bothered and nothing seems worthwhile; we have no interest in the world around us. Such a condition, surely, is not conducive to creativity (Haager et al. 2018). Yet some psychologists disagree (Gasper and Middlewood 2014). Boredom, they explain, breaks down entrenched routines and thought-patterns and provides us with an opportunity to think again and anew. Respondents in “approach-oriented states” such as boredom engage in more “associative thought” than those in “avoidance-oriented affective states.” This is how boredom comes to encourage “the quest for meaning and exploration” (Gasper and Middlewood 2014, pp. 53–55...2-s2.0-8508440789

    An exploratory case study of Olympiad students’ attitudes towards and passion for science

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    Much is known about high school students’ attitudes towards science but there is almost no research on what passion for science might look like and how it might be manifested. This exploratory case study took advantage of a unique group of highly gifted science students participating in the Australian Science Olympiad (n=69) to explore their attitudes towards school science and science as presented in the Olympiad summer camp. In particular the role the summer camp might play in igniting the students’ passion for science was a focus of the research. Data were collected through a two tiered survey of students’ attitudes towards school science, an evaluative survey of the Olympiad summer camp and in-depth interviews with six participants. Findings indicated that Olympiad students generally had positive attitudes towards school science with most selecting science as one of their favourite subjects. However, an underlying ambivalence about school science was noted in the data. In contrast, the Olympiad summer camp transformed students’ positive attitudes into passion for science. Seven themes emerged from the data providing a foundation for a model of what academic passion for science looks like

    Tune in to your emotions: a robust personalized affective music player

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    The emotional power of music is exploited in a personalized affective music player (AMP) that selects music for mood enhancement. A biosignal approach is used to measure listeners’ personal emotional reactions to their own music as input for affective user models. Regression and kernel density estimation are applied to model the physiological changes the music elicits. Using these models, personalized music selections based on an affective goal state can be made. The AMP was validated in real-world trials over the course of several weeks. Results show that our models can cope with noisy situations and handle large inter-individual differences in the music domain. The AMP augments music listening where its techniques enable automated affect guidance. Our approach provides valuable insights for affective computing and user modeling, for which the AMP is a suitable carrier application

    The ‘shelf-life’ of a media career: a study of the long-term career narratives of media graduates

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    Despite scholarly interest in the disruptive changes to have affected media industries, and a growing understanding of how Creative Industries now operate as labour markets, to date there has been little consideration of the way in which media careers are navigated over the longer-term. This article focuses on the subjective experience of media work over time. We report on a study of a single cohort of Media Production graduates of a UK university, who are now in mid-career. They reflect on: their transition from University into work; freelancing; job satisfaction; industry changes; and work-life balance. In our analysis we note the way in which the demands of media work are experienced through the prism of age, and life stage. Contrary to our presumption that the most significant challenges are experienced in early career, our findings suggest that media careers may become increasingly difficult to sustain over time, and are characterised by a limited ‘shelf life’: the rate of attrition from media work by mid-career is particularly striking. We suggest that this under-reported feature of media work is likely to be systemic and to have wider implications

    Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

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    AIMS: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. METHOD: A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. RESULTS: The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction - perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. CONCLUSIONS: Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players

    Learning capability : the effect of existing knowledge on learning

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    It has been observed that different people learn the same things in different ways - increasing their knowledge of the subject/domain uniquely. One plausible reason for this disparity in learning is the difference in the existing personal knowledge held in the particular area in which the knowledge increase happens. To understand this further, in this paper knowledge is modelled as a 'system of cognitive schemata', and knowledge increase as a process in this system; the effect of existing personal knowledge on knowledge increase is 'the Learning Capability'. Learning Capability is obtained in form of a function; although it is merely a representation making use of mathematical symbolism, not a calculable entity. The examination of the function tells us about the nature of learning capability. However, existing knowledge is only one factor affecting knowledge increase and thus one component of a more general model, which might additionally include talent, learning willingness, and attention
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