Crossing over media and realms, the artist Man Ray expressed and communicated ideas in pictograms he called Rayographs (Figure 1 left; [1]) that he 'drew' directly on photographic paper using light sources. In a similar fashion, the architect Jørg Utzon and the artist Asger Jorn used virtual and real media to convey spatial expressions. Emulating a painting by Pablo Picasso, Asger Jorn used a 'light pen' and photography to represent sketches by Utzon (Figure 1 right; [2]).
1.9, p¼0.070), and on the N-back task (LSM placebo 0.34, LSM galantamine 0.46, estimate of difference 0.12, 95% CI -0.13 -0.37, p¼0.28), but these did not reach significance. There were no differences between galantamine and placebo on any of the other tests. Conclusions: Pharmacodynamic outcome variables did not differ sufficiently between galantamine and placebo to be able to use the difference for a correlation study. This may have been caused by a lack of acutely measurable pharmacodynamic effects, but also by too low a challenge dose of galantamine. The study protocol was therefore amended to increase the challenge dose to 16 mg galantamine. A new interim analysis will be performed when 10 patients have received this dose.Background: EVP-6124 is a potent partial agonist of the a7 nicotinic acetylcholine receptor and has demonstrated enhanced cognitive function in patients with schizophrenia and Alzheimer's disease. [Prickaerts J et al., 2012;Hilt D et al., 2012] The population modeling approach was used to characterize EVP-6124 pharmacokinetics in humans. Methods: One-and 2-compartment disposition and first-order input models were fitted to plasma concentration-time data using NONMEM 7.2. Following base model identification, pre-specified demographics (age, sex, body size), dose, subject type and clinical laboratory parameters were tested in pharmacokinetic parameters using a linear or nonlinear function (continuous covariates) and a fractional function (categorical covariates). The effects of these covariates were assessed in stepwise procedures using likelihood ratio testing of nested models. Model goodness-of-fit and performance were evaluated by common diagnostic tools. Results: Four hundred and sixty three subjects enrolled in eight Phase 1 and 2 clinical studies provided 4926 concentration values with a median of 4 per subject (range: 1-47). EVP-6124 was administered in solution and capsule formulations. A 1-compartment model with separate by-formulation estimates for absorption rate constant (Ka), absorption lag time (Alag) and residual variability (RV) most reasonably described the data. The final model estimated 27.5L/h for apparent clearance (Cl/F), 1050L for apparent volume of distribution (V/ F), 0.323h -1 and 0.591h -1, respectively, for Ka in capsule and solution, and 0.373h and 0.241h, respectively, for Alag in capsule and solution. The interindividual variability (IIV as CV) was estimated to be 32% for Cl/F, 16% for V/F, 69% and 63%, respectively, for Ka in capsule and solution. The correlation between Cl/F and V/F was estimated as 19%. RV was estimated as 33% for capsule and 12% for solution. Age, sex and subject type were significant covariates in Cl/F reducing the parameter's IIV by 9.6%. Sex and weight were significant covariates in V/F reducing the parameter's IIV by 5.3%. Conclusions: EVP-6124 Cl/F was decreased with increasing age; V/F was increased with increasing body weight; and females had a 30% lower Cl/F and a 20% smaller V/F than males did. Clinical relevance of these statisti...
This paper introduces a voxel-based collaborative modelling system called CoBlocks which was developed to support designers in building models together in a synchronized virtual environment.This is due to the fact that voxel models are gaining more attention in computer-aided design (CAD) systems as they support simple and intuitive modelling for the early design phases. However, due to the discrete nature of voxels, it is common practice in most voxelbased design systems that the voxel modelling methods have limited users to manipulate models at the level of individual voxels. From the literature, however, we might expect that voxel modelling would benefit from higher-level interaction as supported by the object structuring of such models. In light of these, a controlled lab study was therefore carried out to examine the benefits of the structuring of these models in voxel-based design systems.The results show that users prefer working with structured voxels and that they can interact better with them.
We investigate the creation and reinterpretation of an architectural design process using a variety of digital and physical media. We study how tools for design influence perception, comprehension and creation of spatial volumes within both Virtual Environments (VE) and physical realms. We explain how designers translate spatial volumes and communicate architectural design ideas by using VE and conventional models. In a series of reinterpretation of architectural meanings we examine the translation of threedimensional design from virtual to tangible depictions and vice versa. We conduct a design-studio in order to explore issues of quality, understanding, communication and building of architectural compositions. VE can be an environment for design distinguishable and facilitating reality. We test this statement by interchanging both realms to that extent that the boundaries of each one are nearly dismantled. Virtuality and reality are both used in alternative formand design-finding exercises in order to gain an overall conclusive design.
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