2,632 research outputs found

    Directional solidification of superalloys

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    This invention relates to the directional solidification of superalloys, in particular nickel-based superalloys, by imposition of a predetermined temperature profile in the solidification front and, depending on the desired results, a predetermined rate of advance of said solidification front, whereas castings of markedly superior fatigue resistance are produced

    Montana’s Response to Interjurisdictional Marketing Challenges

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    20 pages. Contains references

    Montana’s Response to Interjurisdictional Marketing Challenges

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    20 pages. Contains references

    Solidification processing of alloys using an applied electric field

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    A method is provided for obtaining an alloy having an ordered microstructure which comprises the steps of heating the central portion of the alloy under uniform temperature so that it enters a liquid phase while the outer portions remain solid, applying a constant electric current through the alloy during the heating step, and solidifying the liquid central portion of the alloy by subjecting it to a temperature-gradient zone so that cooling occurs in a directional manner and at a given rate of speed while maintaining the application of the constant electric current through the alloy. The method of the present invention produces an alloy having superior characteristics such as reduced segregation. After subsequent precipitation by heat-treatment, the alloys produced by the present invention will have excellent strength and high-temperature resistance

    Cybrary Support for Learning, Teaching and Research at The University of Queensland - the 1998 University of the Year

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    The Library has taken a leadership role in addressing the real needs of students in the 21st Century. It is working collaboratively with students and staff to meet their learning and teaching needs as new technological and service possibilities become available. The Library has integrated new web developments with traditional services to create Australia's first Cybrary - a 'virtual library' in a 'wired university'. The Cybrary is an indispensable, integrated approach to meet the information demands of lifelong learning and problem based teaching. It is a powerful support for flexible learning and an enhancement to flexible teaching. The University of Queensland Library has traditionally been an early adopter of technology. In the early 1970s online databases were searched for clients; then an electronic catalogue was introduced. When CD-ROM technology opened up the world of enduser access to electronic bibliographic databases the Library was among the first to provide its clients with these products. As a proactive electronic service provider, the Library has adopted and utilized Internet and Web technology as a vehicle to provide better service to its clients. As a result of its prompt and innovative adoption of leading edge technologies the Library has developed the Cybrary. The services offered through the Cybrary support the complex and varied learning journeys that both students and staff undertake in the current educational environment. Students and staff are able to control their own research and learning to a degree not known before. Last year the Library was recognised for its innovative Cybrary services when it jointly won the highly regarded Institutional Award for Services to Australian Students in the Australian Awards for University Teaching. The paper describes the Cybrary's components and the challenges faced in its implementation

    The Montana Constitution and the Right to a Clean and Healthful Environment

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    The Montana Constitution and the Right to a Clean and Healthful Environmen

    Use of Most Bothersome Symptom as a Coprimary Endpoint in Migraine Clinical Trials: A Post-Hoc Analysis of the Pivotal ZOTRIP Randomized, Controlled Trial.

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    ObjectiveTo better understand the utility of using pain freedom and most bothersome headache-associated symptom (MBS) freedom as co-primary endpoints in clinical trials of acute migraine interventions.BackgroundAdhesive dermally applied microarray (ADAM) is an investigational system for intracutaneous drug administration. The recently completed pivotal Phase 2b/3 study (ZOTRIP), evaluating ADAM zolmitriptan for the treatment of acute moderate to severe migraine, was one of the first large studies to incorporate MBS freedom and pain freedom as co-primary endpoints per recently issued guidance by the US Food and Drug Administration. In this trial, the proportion of patients treated with ADAM zolmitriptan 3.8 mg, who were pain-free and MBS-free at 2 hours post-dose, was significantly higher than for placebo.MethodsWe undertook a post-hoc analysis of data from the ZOTRIP trial to examine how the outcomes from this trial compare to what might have been achieved using the conventional co-primary endpoints of pain relief, nausea, photophobia, and phonophobia.ResultsOf the 159 patients treated with ADAM zolmitriptan 3.8 mg or placebo, prospectively designated MBS were photophobia (n = 79), phonophobia (n = 43), and nausea (n = 37). Two-hour pain free rates in those with photophobia as the MBS were 36% for ADAM zolmitriptan 3.8 mg and 14% for placebo (P = .02). Corresponding rates for those with phonophobia as the MBS were 14% and 41% (P = .05). For those whose MBS was nausea, corresponding values were 56% and 16%, respectively (P = .01). Two-hour freedom from the MBS for active drug vs placebo were 67% vs 35% (P < .01) for photophobia, 55% vs 43% (P = .45) for phonophobia, and 89% vs 58% for nausea (P = .04). MBS freedom but not pain freedom was achieved in 28%. Only 1 patient (1%) achieved pain freedom, but not MBS freedom. The proportion with both pain and MBS freedom was highest (56%) among those whose MBS was nausea.ConclusionIn this study, the use of MBS was feasible and seemed to compare favorably to the previously required 4 co-primary endpoints

    Overcoming the monetization challenge in freemium online games

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    Purpose: Online games based on a freemium business model face the monetization challenge. The purpose of this paper is to examine how players’ achievement orientation, social orientation and sense of community contribute to willingness to pay (WtP). Design/methodology/approach: A multi-method study of an online game community is used. Interviews and participant observation are used to develop an understanding of social and achievement orientations followed by the development of hypotheses that are tested using survey data. Findings: The findings indicate that a sense of community is positively related to WtP, whereas satisfaction or dissatisfaction with the service provider is not. The authors examine the moderating role of players’ achievement orientation and social orientation and find that while a stronger connection to the community may encourage achievement-oriented players to pay, the opposite is indicated for socially oriented players. Practical implications: Decision makers need to understand that not all players are potential payers; while socially oriented users can help to maintain and grow the community, achievement-oriented players are more likely to pay for the value they extract from the community. Originality/value: While communities are held together by people with common interests, which intuitively suggests that WtP increases with the strength of connection to the community, the authors find this only applies in the case of players with an achievement orientation. For those with a social orientation, WtP may actually decrease as their connection to the community increases. These perhaps counter-intuitive findings constitute a novel contribution of value for both theory and practice
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