Preclinical Evaluation of Haemosorbents

1986 ◽  
Vol 9 (5) ◽  
pp. 293-296 ◽  
Author(s):  
C.J. Ryan ◽  
J.M. Courtney ◽  
M. Aslam ◽  
D. Falkenhagen ◽  
M. Böttcher ◽  
...  

The selection of assessment procedures for the preclinical evaluation of haemosorbents and the relationship between such procedures and the intended application are exemplified by examination of the design and utilization of procedures based on the rat. Procedures are described for haemoperfusion and for membrane plasma separation followed by on-line sorbent treatment of plasma (plasma perfusion). These procedures are suitable for single or repeated use, with the animal in an unrestrained and conscious state. The relevance to the intended application is demonstrated with respect to artificial liver support by the ability of rat extracorporeal circuits to provide information on the relationship between sorbent properties and liver regeneration as determined by the proliferative response following partial hepatectomy.

2008 ◽  
pp. 158-182 ◽  
Author(s):  
Sangmi Chai ◽  
T. C. Herath ◽  
I. Park ◽  
H. R. Rao

The potential success of e-government depends on its citizens’ adopting on-line services and the security of those services. However, despite the development and diffusion of a variety of government services on the Internet, little research has been carried out regarding; (1) the impact of perceived confidentiality of a user’s information on his/her intention to use the service, and (2) the relationship between intention towards repeated use and satisfaction derived from service performance of government. (3) The moderating effect of demographic characteristics (gender and race difference) on the relationship between a user’s satisfaction, confidentiality and repeated use intention. This paper develops an integrated framework of intentions towards repeated use with a level of confidential information shared by a user as one factor and e-government satisfaction derived from service performance as another factor. The results suggest that a user’s intention to continue using government websites is related to the user’s satisfaction, perceived performance of the website and the requirement for confidential information. This research also confirms that gender difference does moderate the relationship between users’ satisfaction levels and repeated use intention. Race difference has an effect on the strength of the relationship between the user’s perceived confidentiality and repeated use intention.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


2021 ◽  
Vol 4 (1) ◽  
pp. 01-17
Author(s):  
Ahmed Fahim Elgendi ◽  
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...  

Currently, the world encounters the outbreak of an unprecedented epidemic named novel coronavirus COVID -19. World Health Organization (WHO) advises maintaining social distancing, preserving personal hygiene, and staying informed with the latest guidelines. WHO also reports the patients with robust immunity can combat the virus. However, the workers in the construction industry work and live in a crowded and non-hygiene environment. Moreover, they are characterized by illiteracy, a dearth of awareness, and chronic health problems that prove weak immunity. Therefore, this study aims to find the relationship between the virus and the prevailing conditions and the environment of the construction industry, under focus, and study so that the construction industry is not a vulnerability gap that may exacerbate the crisis. An extensive literature exploration for the latest research deals with coronavirus, the construction industry ergonomics, and its relevant diseases. This study makes robust alerts to motivate the governments, organizations, and individuals to collaborate to find solutions to close the gap between the current situation in the construction of ergonomics and the required precaution to avoid the outbreak of the virus. This study makes a crucial and novel contribution by paving the way for providing solutions to save humanity worldwide. The management system should review the conventional risk assessment procedures, and developed criteria must be introduced and become an everyday practice of all construction projects. This will help identify the gaps within the safety procedures associated with the COVID – 19 protection aspects. This article also introduces a framework in this regard.


Comunicar ◽  
2008 ◽  
Vol 15 (30) ◽  
pp. 155-163 ◽  
Author(s):  
José María Perceval-Verde ◽  
Santiago Tejedor-Calvo

This article portrays an overview of the five degrees of comunication in education: oralgestural, writing, audio, audiovisual and digital. It highlights the changes introduced by the on-line scenario in the educational process, reflecting on the character of the student, the teacher and the relationship between them.En el marco del presente artículo se presenta un recorrido a través de cinco grados de la comunicación en educación: el oral-gestual, la escritura, el audio, el audiovisual y el digital. El texto destaca los cambios que el escenario on-line introduce en el proceso educativo reflexionando sobre la figura del estudiante, del docente y de las relaciones entre ambos.


Author(s):  
Michal Černý ◽  
Jan Pelikán

Companies producing, processing and consuming commodities in the production process often hedge their commodity expositions using derivative strategies based on different, highly correlated underlying commodities. Once the open position in a commodity is hedged using a derivative position with another underlying commodity, the appropriate hedge ratio must be determined in order the hedge relationship be as effective as possible. However, it is questionable whether the hedge ratio determined at the inception of the risk management strategy remains stable over the whole period for which the hedging strategy exists. Usually it is assumed that in the short run, the relationship (say, correlation) between the two commodities remains stable, while in the long run it may vary. We propose a method, based on statistical theory of stability, for on-line detection whether market movements of prices of the commodities involved in the hedge relationship indicate that the hedge ratio may have been subject to a recent change. The change in the hedge ratio decreases the effectiveness of the original hedge relationship and creates a new open position. The method proposed should inform the risk manager that it could be reasonable to adjust the derivative strategy in a way reflecting the market conditions after the change in the hedge ratio.


2013 ◽  
pp. 163-179
Author(s):  
Bridgette Wessels ◽  
Yvonne Dittrich ◽  
Annelie Ekelin ◽  
Sara Eriksén

In this article, the gap between participatory design of services and planning processes is identified. This means that any innovations in service design – whether technological, social, or locality-based – are not fully developed. The authors address the relationship between operational design and strategic planning. The article feeds some of the insights gained from participatory design into debates about collaborative and communicative planning by drawing on two exemplars. One focuses on creating a synergy between designing and planning in transforming neighborhood-based children’s services: the other discusses the design of Web 2.0 for on-line public consultancy for comprehensive planning and for mobile services for disabled people. All require synergies between operational design and strategic planning to support participation in collaborative planning for accessibility in urban spaces. The article shows how the development of design constituencies within various contexts of participatory design provides a vehicle for developing collaborative and communicative planning.


Author(s):  
Jaroslav Švelch

In this chapter, the authors create a theoretical model to analyze the challenges inherent in the implementation of moral choices in single-player avatar-based video game. Based on previous research in moral psychology and game studies, the authors investigate the relationship between the player’s moral emotions and the events she causes to happen in the fictional world of a video game. The authors find that there are two factors that govern the identification with the moral content of the game’s fiction: the implementation of moral agency into the game, of which they identify two basic scenarios (fixed justice and accumulation of deeds), and the style of gameplay the player chooses to follow. The authors give numerous examples from interviews, on-line discussions and gaming press of instances when players feel moral emotions about im(moral) actions they have taken in a video game.


2017 ◽  
Vol 8 (2) ◽  
pp. 42-60 ◽  
Author(s):  
Zachary R. Myers ◽  
Susan M. Swearer ◽  
Meredith J. Martin ◽  
Raul Palacios

This study sought to advance the authors' understanding of the relationship between traditional bullying (i.e., verbal and physical) and cyberbullying. Data were collected from 1,182 participants, ages 13 to 25 (M = 19.66; SD = 3.03) from 75 different countries via an on-line, world-wide survey. Results found that participants experienced both in-person bullying and cyberbullying (i.e., poly-victimization). Additionally, bisexual, pansexual, or queer participants reported more frequent cyberbullying victimization when compared to both heterosexual and gay or lesbian participants. Sexual minority participants also reported victimization through significantly more electronic sources. Specifically, gay and lesbian, bisexual, pansexual, and queer participants reported higher numbers of victimization modalities when compared to heterosexual participants. Results from this study expand the authors' awareness of the poly-victimization experiences of youth and young adults and fill in important gaps in understanding these experiences for diverse sexual orientations and gender identities.


Author(s):  
SoJeong Kim ◽  
JungKyoon Yoon ◽  
Chajoong Kim

AbstractThis study attempted to explore how pragmatic and hedonic values are influenced by the level of technology and what particular functions have to be considered in the context of smart technology- driven design in terms of Pragmatic Value (PV) and Hedonic Value (HV). An on-line questionnaire survey was developed to answer the research questions. A total of 104 respondents participated in the survey. As target product for the study, analog watch and smart watch were selected as representative of low and high technology respectively. Semantic Differentials on PV and HV were used and expected functions were investigated via an open question. The results indicate that there are some differences between analog and smart watches in terms of PV and HV. Regarding expected functions, significant differences were identified in the study. The findings from the study could provide a better understanding of the relationship between PV and HV in terms of level of technology. If it is considered in product development process, it may contribute to an increase of user satisfaction with smart- technology based product and service.


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