A wireless and mobile system for concurrent noninvasive monitoring of fetal heart rate and uterine contractions is described. The end-to-end system consists of a wearable Doppler ultrasound and pressure sensing front-end equipped with short range radio, mobile cellular gateway for wide area communication, web server, and browser based user interface for remote monitoring and diagnostics. The system has been fully implemented, tested and characterized in benchtop tests. It has also been used to monitor pregnant women during feasibility trials in a clinical setup. In vivo experiments measuring heart rate and contraction using the system in parallel with a standard fetal monitoring device yielded concordance correlation coefficients of 88% and 94%, respectively.
Videogames have become a huge presence in the entertainment media landscape. From Pac Man (Midway, 1980) to Grand Theft Auto (Rockstar Games, 1997-2013), gaming has gained a level of mainstream engagement that has resulted in particular games and characters becoming reference points for popular culture in a way previously seen with iconic film and literature. How film has dealt with this growing popularity is particularly fascinating, revealing a great deal about how reproducing elements of the videogame form constitutes part of a strategy to remain relevant and compete for attention in an increasingly crowded media marketplace. Avoiding the common limitation of discussing films adapted from particular videogame properties, this paper explores films that deal explicitly with the game medium in their narratives. From Tron (Steven Lisberger, 1982) and The Lawnmower Man (Brett Leonard, 1992) to The Matrix (Andy and Larry Wachowski, 1999) and Source Code (Duncan Jones, 2011), I use the concept of intermediality to demonstrate a clear increase in the engagement with and complexity of the interaction between games and films over time.
The Sugar Maple (Acer saccharum) is a keystone species in Eastern North America. Despite this, taxonomic surveys enumerating the fungal populations of the bark of this tree species are lacking. Using traditional (direct observation and moist chambers) and highthroughput (particle filtration with dilution to extinction) culturing methods, this study examines the microfungi observed on and isolated from A. saccharum bark and compares the efficiency of the different isolation methods employed. Bark collected from five different dead trees, from three distinct forests provides an insight on the feasibility of the high-throughput method in isolating microfungi from this substrate, an approach never previously tried from A. saccharum bark. Commonly isolated taxa are discussed and compared to prior studies. Three novel species, which were routinely isolated, are described and compared to closely related taxa based on morphological and concatenated multi-gene phylogenetic analyses. Caveats and recommendations for future studies are discussed.
Social psychological research on peer group experi- ence, as summarized and interpreted by Buys (1978), appears to show that such groups have a consistently negative effect on their members. This apparent conclusion reflects a significant bias of social psychologists in general and of Buys in particular. It ignores significant data in support of positive group functions as well as accepting a negative interpretation of group functioning without adequate experimental support. The authors suggest that social psychologists reorient their work in the direction of examining potentially positive functions of group experience. Emphasis is placed on the value of Sullivan's interpersonal theory in considering productive aspects of peer groups.
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