Five adamantyl-containing carboxamides of eremomycin or vancomycin were synthesized and their antibacterial activities against some Gram-positive clinical isolates were investigated in vitro and in vivo. The adamantyl-2 amide of glycopeptide antibiotic eremomycin (1a in Chart 1, AN0900) was the most active compound and showed high activity against several Gram-positive pathogens: vancomycin-susceptible staphylococci and enterococci, glycopeptide-intermediate-resistant Staphylococcus aureus, and glycopeptide-resistant enterococci. Compound 1a was equally active in vitro against both Ciprofloxacin-susceptible and -resistant Bacillus anthracis strains (MICs 0.25-0.5 microg/mL). It was distinguished by having a 2.8 h half-life (t1/2) in mice and a volume of distribution of 2.18 L/kg. Compound 1a was active against Staphylococcus aureus in mice (iv) and provided complete protection against a lethal intravenous challenge with vegetative B. anthracis bacilli and also in a murine pulmonary anthrax model in which mice were challenged with Bacillus anthracis spores.
Our research introduces a responsive wearable design that explores laughter as an emotional contagion between strangers in a public space. We investigate how interactive wearable technology can support expression and communication through laughter as prosocial behaviour within the context of a public art installation. We base our design on psychological research that explores emotional contagions and psychophysiological mirroring. While most of this research has focused primarily on internal biological data, there is little design research that has investigated the phenomenon of emotional contagion in a social space utilizing wearable technology, particularly within HCI. We conducted a mixed methods pilot study, which has indicated that wearable technology can create affordances for emotional mimicry by testing the effectiveness of visual and auditory cues embedded within the wearable design. Our research provides insight to help evaluate effective design strategies in wearable interaction that can ameliorate positive social interaction between people.
This paper describes the design process of Wo.Defy, an interactive wearable kinetic garment inspired by the Self-Combing Sisters, a group of suffragette North Cantonese Chinese women of the late 19 th and early 20th century, who challenged the traditional marital status of women through their choice of hair-styling and dress. The design and construction of the Wo.Defy interactive garment incorporates cultural and material references used by the Self-Combing Sisters. The garment responds to the wearer's physiological breathing patterns through physical kinetic movements in the form of motorized contracting floral doilies. Silk fibers and human hair are integrated into the garment as organic materials referencing personal and social memory. Wo.Defy contributes to the design discourse of Tangible Embodied Interaction by integrating cultural historical research into contemporary wearable design practice.
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