Generation of stable concentration gradients in 2D and 3D environments using a microfluidic ladder chamber

2007 ◽  
Vol 9 (5) ◽  
pp. 627-635 ◽  
Author(s):  
Wajeeh Saadi ◽  
Seog Woo Rhee ◽  
Francis Lin ◽  
Behrad Vahidi ◽  
Bong Geun Chung ◽  
...  
Author(s):  
W.W. Mayol ◽  
A.J. Davison ◽  
B.J. Tordoff ◽  
N.D. Molton ◽  
D.W. Murray

2019 ◽  
Vol 14 (8) ◽  
pp. 741-751 ◽  
Author(s):  
Xinyu Zhang ◽  
Shune Xiao ◽  
Bingcheng Liu ◽  
Yong Miao ◽  
Zhiqi Hu

Aim: To explore the feasibility of human placenta extracellular matrix (HPECM) hydrogel in restoring the hair-inductive capacity of high-passaged (P8) dermal papilla cells (DPCs) for hair follicle regeneration. Materials & methods: HPECM hydrogel was prepared following decellularization and enzymatic solubilization treatment. DPCs isolated from human scalp were cultured in 2D and 3D environments. The hair-inductive ability of DPCs was assessed by quantitative RT-PCR, immunofluorescence staining, immunoblotting and patch assay. Results: DPCs (P8) formed spheres when cultured on the HPECM hydrogel. The expression levels of Versican, ALP, and β-catenin were restored in the DP spheres. HPECM hydrogel-cultured DP spheres co-grafted with newborn mouse epidermal cells regenerated new hair follicle. Conclusion: HPECM hydrogel successfully restores the hair-inductive capacity of high-passaged DPCs.


2015 ◽  
Vol 43 (1) ◽  
pp. 147-159
Author(s):  
Maciej Laskowski

Abstract Computer games have accompanied the development of computer technologies since the very beginning. Despite their basic, purely entertainment-targeted appliance, games can also be used for many other purposes. Medical applications are especially interesting, as games (especially different kinds of simulations) are widely used for training personnel, e.g. to perform certain procedures or in learning to use equipment. This allows the trainees to gain knowledge and proper habits, as well as test themselves in different situations without any risk. Computer games can also be used as a diagnostic tool, although this topic is still insufficiently researched. This paper discusses the possibility of using serious games for diagnosing color vision disorders, focusing especially on two problems: differences in diagnosing colorblindness using 2D and 3D environments, and the influence of individual features, such as reflex or agility, on the diagnostic process.


2015 ◽  
Vol 5 (1) ◽  
Author(s):  
Joshua A. Broussard ◽  
Nicole L. Diggins ◽  
Stephen Hummel ◽  
Walter Georgescu ◽  
Vito Quaranta ◽  
...  

2016 ◽  
Vol 213 (3) ◽  
pp. 355-369 ◽  
Author(s):  
Paulina S. Mrozowska ◽  
Mitsunori Fukuda

MDCK II cells, a widely used model of polarized epithelia, develop into different structures depending on culture conditions: two-dimensional (2D) monolayers when grown on synthetic supports or three-dimensional (3D) cysts when surrounded by an extracellular matrix. The establishment of epithelial polarity is accompanied by transcytosis of the apical marker podocalyxin from the outer plasma membrane to the newly formed apical domain, but its exact route and regulation remain poorly understood. Here, through comprehensive colocalization and knockdown screenings, we identified the Rab GTPases mediating podocalyxin transcytosis and showed that different sets of Rabs coordinate its transport during cell polarization in 2D and 3D structures. Moreover, we demonstrated that different Rab35 effectors regulate podocalyxin trafficking in 2D and 3D environments; trafficking is mediated by OCRL in 2D monolayers and ACAP2 in 3D cysts. Our results give substantial insight into regulation of the transcytosis of this apical marker and highlight differences between trafficking mechanisms in 2D and 3D cell cultures.


1999 ◽  
Vol 19 (4) ◽  
pp. 10-13 ◽  
Author(s):  
P. Cohen ◽  
D. McGee ◽  
S. Oviatt ◽  
L. Wu ◽  
J. Clow ◽  
...  

Robotica ◽  
2016 ◽  
Vol 35 (6) ◽  
pp. 1280-1309 ◽  
Author(s):  
David Pagano ◽  
Dikai Liu

SUMMARYPath planning can be difficult and time consuming for inchworm robots especially when operating in complex 3D environments such as steel bridges. Confined areas may prevent a robot from extensively searching the environment by limiting its mobility. An approach for real-time path planning is presented. This approach first uses the concept of line-of-sight (LoS) to find waypoints from the start pose to the end node. It then plans smooth, collision-free motion for a robot to move between waypoints using a 3D-F2algorithm. Extensive simulations and experiments are conducted in 2D and 3D scenarios to verify the approach.


2019 ◽  
pp. 512-535
Author(s):  
Paul Richard Smart ◽  
Tom Scutt ◽  
Katia Sycara ◽  
Nigel R. Shadbolt

The main aim of the chapter is to describe how cognitive models, developed using the ACT-R cognitive architecture, can be integrated with the Unity game engine in order to support the intelligent control of virtual characters in both 2D and 3D virtual environments. ACT-R is a cognitive architecture that has been widely used to model various aspects of human cognition, such as learning, memory, problem-solving, reasoning and so on. Unity, on the other hand, is a very popular game engine that can be used to develop 2D and 3D environments for both game and non-game purposes. The ability to integrate ACT-R cognitive models with the Unity game engine thus supports the effort to create virtual characters that incorporate at least some of the capabilities and constraints of the human cognitive system.


Sign in / Sign up

Export Citation Format

Share Document