Individualized outcome prediction classifiers were successfully constructed through expression profiling of a total of 8644 genes in 50 non-small-cell lung cancer (NSCLC) cases, which had been consecutively operated on within a defined short period of time and followed up for more than 5 years. The resultant classifier of NSCLCs yielded 82% accuracy for forecasting survival or death 5 years after surgery of a given patient. In addition, since two major histologic classes may differ in terms of outcome-related expression signatures, histologic-type-specific outcome classifiers were also constructed. The resultant highly predictive classifiers, designed specifically for nonsquamous cell carcinomas, showed a prediction accuracy of more than 90% independent of disease stage. In addition to the presence of heterogeneities in adenocarcinomas, our unsupervised hierarchical clustering analysis revealed for the first time the existence of clinicopathologically relevant subclasses of squamous cell carcinomas with marked differences in their invasive growth and prognosis. This finding clearly suggests that NSCLCs comprise distinct subclasses with considerable heterogeneities even within one histologic type. Overall, these findings should advance not only our understanding of the biology of lung cancer but also our ability to individualize postoperative therapies based on the predicted outcome.
This paper proposes a compulsory game based robot contest involving embedded system development lectures. Both undergraduate and graduate computer science students participate in this contest. For such students, the embedded system development is not easy to learn. Because, the development needs to cover a wide range of knowledge in a variety of fields, including software, electronics, and control theory. Robot system development is an attractive subject for students and comprises various technologies that are similar to practical embedded systems. Namely, robot system development is useful for learning embedded system development. However, in single themed contests, we cannot evaluate the learning level of the students, and they cannot easy to understand how to construct a robot. To overcome this problem, we propose a compulsory game based robot contest. The compulsory games consist of fundamental techniques for developing robot systems and involves straightforward procedures for evaluating student learning level. Additionally, we intended for students to learn how to construct a robot system by solving the compulsory games in a step-by-step fashion. In this paper, we propose four compulsory games and evaluate the methods of this contest by examining its results.
Next generation robot is expected to provide multi-purpose services depending on surrounding environments. Currently, many of robots would support a limited services, since it is difficult to solve the cross-cutting concerns in those complex services. Additionally, after the launch of robot products, it requires to support additional extended services that would depend on the real environment, even if the hardware environment would be the same. We believe that the essential idea of Contextoriented programming (COP) could help these difficulties. To achieve our final goal, which is to develop a multi-purpose services robot, there are some discussions needed for the current COP languages to satisfy the multi-purpose service robot requirements. In this paper, firstly we introduce the background of our proposal that the current robotics problems and future vision, then a case study of a tunnel rescue robot that will make clear to our goal for robot development based on COP. Finally, to achieve this goal we present a novel architecture. The proposed architecture will satisfy the requirements of the future robot.
Context-oriented programming (COP) treats context explicitly and provides mechanisms to adapt behavior dynamically in reaction to changes in context at runtime. These languages are desirable to context-sensitive embedded software since such software usually works in various contexts of heterogeneous devices and complex environments. Moreover, a practical development requires proper handling of legacy programs and product lines. To realize these characteristics, we have developed a C# framework called ContextCS that contains the following features: layer creation at runtime, separation of layer managing program, and the layer with annotation. The article presents the structure of ContextCS.
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