The pulsatile release of luteinizing hormone (LH) is critical for mammalian fertility. However, despite several decades of investigation, the identity of the neuronal network generating pulsatile reproductive hormone secretion remains unproven. We use here a variety of optogenetic approaches in freely behaving mice to evaluate the role of the arcuate nucleus kisspeptin (ARN KISS ) neurons in LH pulse generation. Using GCaMP6 fiber photometry, we find that the ARN KISS neuron population exhibits brief (∼1 min) synchronized episodes of calcium activity occurring as frequently as every 9 min in gonadectomized mice. These ARN KISS population events were found to be near-perfectly correlated with pulsatile LH secretion. The selective optogenetic activation of ARN KISS neurons for 1 min generated pulses of LH in freely behaving mice, whereas inhibition with archaerhodopsin for 30 min suppressed LH pulsatility. Experiments aimed at resetting the activity of the ARN KISS neuron population with halorhodopsin were found to reset ongoing LH pulsatility. These observations indicate the ARN KISS neurons as the long-elusive hypothalamic pulse generator driving fertility.fertility | GnRH | kisspeptin | pulse | arcuate nucleus
In this paper, we report on the findings of an acute trial in which we evaluate the design of a novel gesture-based game. 60 younger and older players, divided into three separate group-types: (i) Young-Young, (ii) Old-Old, and (iii) Young-Old, took part in the study. The primary aim of this work was to evaluate the communicative and cooperative behavior of same-age and mixed-age pairs, with secondary interests in their perceived ease-of-use of the game. A mixed-method approach was used, comprising of direct observations, a post-game questionnaire and paired interviews. Our results identified noticeable differences between the group-types, with the Young-Old showing more physical cooperation, as compared to the same-age groups. The work elaborates on how the young and old differ in expectations and perceived interaction, and concludes with some recommendations for future research.
Gesture-based games offer lucrative opportunities to engage users across all segments of the population. However, this requires that associated features go beyond mere expectations to meet the needs and requirements of diverse audience groups. Focusing on designing games for healthy older adults, we present a study exploring the usability and acceptability of a set of three gesturebased games. Designed for a large projection screen display, these games employ vision-based techniques that center on physical embodied interaction using a graphical silhouette. Infrared detection, accompanied by back-projection is used to reduce the effects of occluded body movements. User evaluations with 36 older adults were analyzed using a combination of pre-and postgame questionnaires, direct observations and semi-structured group interviews. The results demonstrate that while all the games were usable, they varied in their physical and social engagement, perceived ease of use and perceived usefulness. In particular, items associated with physical wellbeing were rated highly. During the discussion, we highlight strengths and weaknesses of our findings, including related interaction and application features.
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