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Sökning: WFRF:(Russo Nancy L)

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2.
  • Klionsky, Daniel J., et al. (författare)
  • Guidelines for the use and interpretation of assays for monitoring autophagy
  • 2012
  • Ingår i: Autophagy. - : Informa UK Limited. - 1554-8635 .- 1554-8627. ; 8:4, s. 445-544
  • Forskningsöversikt (refereegranskat)abstract
    • In 2008 we published the first set of guidelines for standardizing research in autophagy. Since then, research on this topic has continued to accelerate, and many new scientists have entered the field. Our knowledge base and relevant new technologies have also been expanding. Accordingly, it is important to update these guidelines for monitoring autophagy in different organisms. Various reviews have described the range of assays that have been used for this purpose. Nevertheless, there continues to be confusion regarding acceptable methods to measure autophagy, especially in multicellular eukaryotes. A key point that needs to be emphasized is that there is a difference between measurements that monitor the numbers or volume of autophagic elements (e.g., autophagosomes or autolysosomes) at any stage of the autophagic process vs. those that measure flux through the autophagy pathway (i.e., the complete process); thus, a block in macroautophagy that results in autophagosome accumulation needs to be differentiated from stimuli that result in increased autophagic activity, defined as increased autophagy induction coupled with increased delivery to, and degradation within, lysosomes (in most higher eukaryotes and some protists such as Dictyostelium) or the vacuole (in plants and fungi). In other words, it is especially important that investigators new to the field understand that the appearance of more autophagosomes does not necessarily equate with more autophagy. In fact, in many cases, autophagosomes accumulate because of a block in trafficking to lysosomes without a concomitant change in autophagosome biogenesis, whereas an increase in autolysosomes may reflect a reduction in degradative activity. Here, we present a set of guidelines for the selection and interpretation of methods for use by investigators who aim to examine macroautophagy and related processes, as well as for reviewers who need to provide realistic and reasonable critiques of papers that are focused on these processes. These guidelines are not meant to be a formulaic set of rules, because the appropriate assays depend in part on the question being asked and the system being used. In addition, we emphasize that no individual assay is guaranteed to be the most appropriate one in every situation, and we strongly recommend the use of multiple assays to monitor autophagy. In these guidelines, we consider these various methods of assessing autophagy and what information can, or cannot, be obtained from them. Finally, by discussing the merits and limits of particular autophagy assays, we hope to encourage technical innovation in the field.
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3.
  • Li, Chen, et al. (författare)
  • Genome-wide Association Analysis in Humans Links Nucleotide Metabolism to Leukocyte Telomere Length
  • 2020
  • Ingår i: American Journal of Human Genetics. - : CELL PRESS. - 0002-9297 .- 1537-6605. ; 106:3, s. 389-404
  • Tidskriftsartikel (refereegranskat)abstract
    • Leukocyte telomere length (LTL) is a heritable biomarker of genomic aging. In this study, we perform a genome-wide meta-analysis of LTL by pooling densely genotyped and imputed association results across large-scale European-descent studies including up to 78,592 individuals. We identify 49 genomic regions at a false dicovery rate (FDR) < 0.05 threshold and prioritize genes at 31, with five highlighting nucleotide metabolism as an important regulator of LTL. We report six genome-wide significant loci in or near SENP7, MOB1B, CARMIL1 , PRRC2A, TERF2, and RFWD3, and our results support recently identified PARP1, POT1, ATM, and MPHOSPH6 loci. Phenome-wide analyses in >350,000 UK Biobank participants suggest that genetically shorter telomere length increases the risk of hypothyroidism and decreases the risk of thyroid cancer, lymphoma, and a range of proliferative conditions. Our results replicate previously reported associations with increased risk of coronary artery disease and lower risk for multiple cancer types. Our findings substantially expand current knowledge on genes that regulate LTL and their impact on human health and disease.
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4.
  • Alvarez, Alberto, 1992- (författare)
  • Exploring Game Design through Human-AI Collaboration
  • 2022
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Game design is a hard and multi-faceted task that intertwines different gameplay mechanics, audio, level, graphic, and narrative facets. Games' facets are developed in conjunction with others with a common goal that makes games coherent and interesting. These combinations result in plenty of games in diverse genres, which usually require a collaboration of a diverse group of designers. Collaborators can take different roles and support each other with their strengths resulting in games with unique characteristics. The multi-faceted nature of games and their collaborative properties and requirements make it an exciting task to use Artificial Intelligence (AI). The generation of these facets together requires a holistic approach, which is one of the most challenging tasks within computational creativity. Given the collaborative aspect of games, this thesis approaches their generation through Human-AI collaboration, specifically using a mixed-initiative co-creative (MI-CC) paradigm. This paradigm creates an interactive and collaborative scenario that leverages AI and human strengths with an alternating and proactive initiative to approach a task. However, this paradigm introduces several challenges, such as Human and AI goal alignment or competing properties.In this thesis, game design and the generation of game facets by themselves and intertwined are explored through Human-AI collaboration. The AI takes a colleague's role with the designer, arising multiple dynamics, challenges, and opportunities. The main hypothesis is that AI can be incorporated into systems as a collaborator, enhancing design tools, fostering human creativity, and reducing workload. The challenges and opportunities that arise from this are explored, discussed, and approached throughout the thesis. As a result, multiple approaches and methods such as quality-diversity algorithms and designer modeling are proposed to generate game facets in tandem with humans, create a better workflow, enhance the interaction, and establish adaptive experiences.
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5.
  • Alvarez, Alberto, 1992- (författare)
  • Exploring the Dynamic Properties of Interaction in Mixed-Initiative Procedural Content Generation
  • 2020
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • As AI develops, grows, and expands, the more benefits we can have from it. AI is used in multiple fields to assist humans, such as object recognition, self-driving cars, or design tools. However, AI could be used for more than assisting humans in their tasks. It could be employed to collaborate with humans as colleagues in shared tasks, which is usually described as Mixed-Initiative (MI) paradigm. This paradigm creates an interactive scenario that leverage on AI and human strengths with an alternating and proactive initiative to approach a task. However, this paradigm introduces several challenges. For instance, there must be an understanding between humans and AI, where autonomy and initiative become negotiation tokens. In addition, control and expressiveness need to be taken into account to reach some goals. Moreover, although this paradigm has a broader application, it is especially interesting for creative tasks such as games, which are mainly created in collaboration. Creating games and their content is a hard and complex task, since games are content-intensive, multi-faceted, and interacted by external users. Therefore, this thesis explores MI collaboration between human game designers and AI for the co-creation of games, where the AI's role is that of a colleague with the designer. The main hypothesis is that AI can be incorporated in systems as a collaborator, enhancing design tools, fostering human creativity, reducing their workload, and creating adaptive experiences. Furthermore, This collaboration arises several dynamic properties such as control, expressiveness, and initiative, which are all central to this thesis. Quality-Diversity algorithms combined with control mechanisms and interactions for the designer are proposed to investigate this collaboration and properties. Designer and Player modeling is also explored, and several approaches are proposed to create a better workflow, establish adaptive experiences, and enhance the interaction. Through this, it is demonstrated the potential and benefits of these algorithms and models in the MI paradigm.
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6.
  • Eriksson, Jeanette, et al. (författare)
  • Beyond 'Happy Apps' : Using the Internet of Things to Support Emotional Health
  • 2016
  • Ingår i: HealthyIoT 2016: Internet of Things Technologies for HealthCare. - Cham : Springer. - 9783319512334 - 9783319512341 ; , s. 95-100
  • Konferensbidrag (refereegranskat)abstract
    • Emotions and physical health are strongly related. A first step towards emotional well-being is to monitor, understand and reflect upon one’s feelings and emotions. A number of personal emotion-tracking applications are available today. In this paper we describe an examination of these applications which indicates that many of the applications do not provide sufficient support for monitoring a full spectrum of emotional data or for analyzing or using the data that is provided. To design applications that better support emotional well-being, the full capabilities of the Internet of Things should be utilized. The paper concludes with a description of how Internet of Things technologies can enable the development of systems that can more accurately capture emotional data and support personal learning in the area of emotional health.
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7.
  • Eriksson, Jeanette, et al. (författare)
  • Using the Internet of Things to Support Emotional Health
  • 2018
  • Ingår i: EAI Endorsed Transactions on Ambient Systems. - : EAI. - 2032-927X. ; 17:18
  • Tidskriftsartikel (refereegranskat)abstract
    • A first step towards emotional well-being is to monitor, understand and reflect upon one’s feelings and emotions. A number of personal emotion-tracking applications are available today. In this paper we describe an examination of these applications which indicates that many of the applications do not provide sufficient support for monitoring a full spectrum of emotional data or for analysing or using the data that is provided. To design applications that better support emotional well-being, the full capabilities of the Internet of Things should be utilized. The paper concludes with a description of how Internet of Things technologies can enable the development of systems that can more accurately capture emotional data and support personal learning in the area of emotional health.
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8.
  • Gkouskos, Dimitrios, et al. (författare)
  • Work Space versus Work Place : The Context Aware Internet of Things
  • 2016
  • Ingår i: Proceedings of the 4th International Workshop on the Changing Nature of Work. - : Center for Work Science, Yonsei University.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Ubiquitous computing environments enable workers to easily transition between work and non-work activities regardless of location. While this blurring of boundaries can be viewed as having a negative impact on work-life balance through the intrusion of work activities on home, family and leisure time (Clark, 2000; Davis, 2000), a positive aspect has also been found wherein technology, particularly the smartphone, enables workers to have more control of their schedules and to remain connected to family and friends during work time (Wajcman, et al., 2008). While technology has made this duality possible, we have not yet fully taken advantage of the potential of technology to facilitate the integration of these activities. “Currently the design of the ubiquitous computing environments for home and work are each dedicated to specific realms and often fail to take into consideration the requirements to integrate activities across these two life spaces” (Cousins & Varshney, 2009, p. 123). To better support workers in managing their transitions between work and non-work activities we suggest that context aware computing environments utilizing the Internet of Things may offer a viable solution.
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10.
  • Nikolić, Predrag K., et al. (författare)
  • Crossing Sensory Boundaries with Creative Productions
  • 2020
  • Ingår i: Science and Technologies for Smart Cities. - Cham : Springer. - 9783030510046 - 9783030510053 ; , s. 420-427
  • Konferensbidrag (refereegranskat)abstract
    • We seek to investigate possibilities of extending the emotional and cognitive experience of using products or services through the cross-modality of vision with other senses (synesthesia). Through multi-sensory, interactive environments, consumers become more engaged in the use of a product or service and may, in fact, participate as co-creators of their own experiences. To achieve the highest level of spontaneity and provoke human activation to enable us to study this, we suggest an experimental context based on interactive technologies, aesthetics and design. For this purpose, we use an artistic environment in the form of an interactive installation. Two examples of such experimental interactive art installations, Art Machine: Mindcatcher and Re-Digital, are described in this paper.
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