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Sökning: WFRF:(Whalen Katherine) > (2023)

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1.
  • Keough, Kathleen C., et al. (författare)
  • Three-dimensional genome rewiring in loci with human accelerated regions
  • 2023
  • Ingår i: Science. - : American Association for the Advancement of Science (AAAS). - 0036-8075 .- 1095-9203. ; 380:6643
  • Tidskriftsartikel (refereegranskat)abstract
    • Human accelerated regions (HARs) are conserved genomic loci that evolved at an accelerated rate in the human lineage and may underlie human-specific traits. We generated HARs and chimpanzee accelerated regions with an automated pipeline and an alignment of 241 mammalian genomes. Combining deep learning with chromatin capture experiments in human and chimpanzee neural progenitor cells, we discovered a significant enrichment of HARs in topologically associating domains containing human -specific genomic variants that change three-dimensional (3D) genome organization. Differential gene expression between humans and chimpanzees at these loci suggests rewiring of regulatory interactions between HARs and neurodevelopmental genes. Thus, comparative genomics together with models of 3D genome folding revealed enhancer hijacking as an explanation for the rapid evolution of HARs.
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2.
  • Linder, Marcus, et al. (författare)
  • Financing Circular Business Models: The challenges of obtaining bank credit forProduct-as-a-service models
  • 2023
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • Product-as-a-service (PaaS) circular business models are at a disadvantage in terms of bank financing compared to many linear business models. Such business models generally face significant challenges both in the case of collateral-based and business case-based credit security assessments. The challenges are due to both difficulties in assessing and realising the residual value of the collateral and due to the timeframe of the risk assessment of the business case. Furthermore, the complex services that are the source of competitive advantage for PaaS firms often disqualify customer contracts as collateral. Two of the challenges (low inventory valuation and forced depreciation losses) are traced to accounting and credit regulations. Another five challenges are traced to long-term industry practice. The empirical evidence consists of quotes and summarised data from 38 interviews and 24 survey responses with banks and product firms exploring circular economy financing.
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3.
  • Selvefors, Anneli, et al. (författare)
  • How can games aid co-design of user-centered circular offerings?
  • 2023
  • Ingår i: Proc. 5th PLATE 2023 Conference..
  • Konferensbidrag (refereegranskat)abstract
    • Widespread adoption of circular offerings, including those based on products with prolonged lifetimes, depend on offers which are attractive to users. To develop such offers, user needs must be considered in depth during the development process. Co-design is a promising approach to develop user-centered solutions but is yet underexplored when it comes to design of circular offerings. To facilitate co-design of circular offerings, games present one opportunity but have previously primarily been used to support understanding, creation, and learning in relation to circular economy. This paper explores how games can support co-design of user-centred circular offerings by presenting insights from an analysis of existing circularity-related games and summarizing insights from literature. Eight circularity-related games were played to identify benefits and drawbacks. Relevant literature was also reviewed to synthesise recommendations for a game aimed at supporting co-design of user-centred circular offerings. The results show none of the existing circularity-related games include a deep understanding of users’ needs and only a few go beyond mere learning and actually contribute to developing companies’ offerings. Identified recommendations suggest games will have higher potential to support co-design of user-centred circular offerings if they, for example, enable co-design with users and co-creation with multiple stakeholders in the business ecosystem, provide game elements that represent circular challenges and opportunities in a realistic and dynamic way, and create bridges from the game to the real world. Future game development should hence take such recommendations into account, while ensuring the developed games do not become too complicated to play.
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