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1. |
Record Nr. |
UNINA9910437853103321 |
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Titolo |
Radiation proteomics : the effects of ionizing and non-ionizing radiation on cells and tissues / / Dariusz Leszczynski, editor |
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Pubbl/distr/stampa |
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Dordrecht ; ; New York, : Springer, c2013 |
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ISBN |
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1-299-40818-4 |
94-007-5896-0 |
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Edizione |
[1st ed. 2013.] |
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Descrizione fisica |
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1 online resource (vii, 130 pages) : illustrations (some color) |
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Collana |
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Advances in experimental medicine and biology ; ; v. 990 |
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Altri autori (Persone) |
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Disciplina |
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Soggetti |
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Proteomics |
Proteins - Effect of radiation on |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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Mass spectrometry-based proteomics: Basic principles and emerging technologies and directions -- Ionizing radiation effects on cells, organelles and tissues on proteome level -- Radiation treatment effects on the proteome of the tumour microenvironment -- Serum and plasma proteomics and its possible use as detector and predictor of radiation diseases -- The Urine Proteome as a Radiation Biodosimeter -- Effects of radiofrequency-modulated electromagnetic fields on proteome -- Global protein expression in response to extremely low frequency magnetic fields -- Ultraviolet radiation effects on the proteome of skin cells -- Effects of ultraviolet radiation on skin cell proteome. |
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Sommario/riassunto |
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Proteomics is widely used in search of biomarkers, pharmacology, clinical research and toxicology. With the help of proteomics large amount of information about the physiology of living cells can be obtained in a single experiment. Combining this information with data from genomics and other high-throughput screening techniques like transcriptomics and metabolomics allows gaining new insights into physiology of life and diseases. The area of research that is still waiting for the proteomics “boom” is the search for the biological effects of radiation. It is relatively much known about the effects of high doses of |
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radiation, both ionizing and non-ionizing. However, much less is known about the effects of low or very low doses of radiation, to which people are often exposed in their every day life. The effects of the low doses of ionizing radiation (e.g. bystander effect) or low doses of non-ionizing radiation (e.g. effect of radiation emitted by wireless communication devices) are not yet reliably established. Often these effects are small and difficult to discover and to replicate. One of the limiting factors in the research of low dose radiation effects is often the lack of the knowledge of the cellular target molecules. Proteomics, the high-throughput screening of expression and activity of proteins is very well suited for the research aiming at discovery of molecular targets of low dose radiation. Proteomics approach seems to be particularly well suited for studying biological effects of low dose radiation because it might reveal effects that are not possible to predict based on the presently available knowledge concerning the effects of the high doses of radiation. Search through the published scientific literature shows that to date was published only a very limited number of proteomics studies examining effects of radiation. This book, Radiation Proteomics, presents the current status the research of radiation effects using proteomics approach. The book begins with the review of current status and the future direction in the development of proteomics methods. This is followed by chapters dealing with the effects of ionizing and non-ionizing radiation on cells, tissues and body fluids. The editor of the book, Research Professor Dariusz Leszczynski, is known for studies that introduced, some 10 years ago, the high-throughput screening techniques of proteomics and transcriptomics into the main stream of the research on the biological effects of the non-ionizing radiation emitted by the wireless communication devices. In recent years he has also done studies examining effects of low-dose ionizing radiation on cellular proteome. |
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2. |
Record Nr. |
UNINA9910734866903321 |
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Titolo |
HCI in Games : 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II / / edited by Xiaowen Fang |
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Pubbl/distr/stampa |
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
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ISBN |
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Edizione |
[1st ed. 2023.] |
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Descrizione fisica |
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1 online resource (360 pages) |
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Collana |
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Lecture Notes in Computer Science, , 1611-3349 ; ; 14047 |
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Disciplina |
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Soggetti |
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User interfaces (Computer systems) |
Human-computer interaction |
Education - Data processing |
Computer networks |
Social sciences - Data processing |
Electronic commerce |
Image processing - Digital techniques |
Computer vision |
User Interfaces and Human Computer Interaction |
Computers and Education |
Computer Communication Networks |
Computer Application in Social and Behavioral Sciences |
e-Commerce and e-Business |
Computer Imaging, Vision, Pattern Recognition and Graphics |
Videojocs |
Congressos |
Llibres electrònics |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 5th International |
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Conference on HCI in Games (HCI-Games 2023) -- HCI International 2024 Conference -- Contents - Part II -- Contents - Part I -- Games for Learning -- Exploring Virtual Reality (VR) to Foster Attention in Math Practice - Comparing a VR to a Non-VR Game -- 1 Introduction -- 2 Related Work -- 2.1 Connecting Prior Work -- 3 Method -- 3.1 Game Design -- 3.2 Experimental Setup -- 4 Results -- 4.1 Questionnaires -- 5 Conclusion and Discussion -- References -- Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking Technology -- 1 Introduction -- 2 Literature Review -- 2.1 Motivators for Students Learning Through E-Textbooks -- 2.2 Students Experience with E-Textbooks -- 2.3 Teacher's Perception and Experience with E-Textbooks -- 2.4 E-Text Designs and Features -- 2.5 Student Academic Performance with E-Text -- 3 Research Methodology -- 4 Pilot Study and Discussion -- 5 Conclusions -- References -- The Gaming World of Educational Robotics. A Review Study -- 1 Introduction -- 2 The Theoretical Framework of Educational Robotics -- 3 Empirical Studies with LEGO® Robots for Improving Cognitive and Social Skills -- 4 The Effectiveness of LEGO® Robots for Assessing and Enhancing Metacognition -- 5 The Effectiveness of LEGO® Robots for Assessing and Enhancing Executive Functions -- 6 Discussion and Conclusion -- References -- Skull Hunt: An Educational Game for Teaching Biology -- 1 Introduction -- 2 Skull Hunt: The Game -- 2.1 Game Design -- 2.2 Gameplay -- 3 Dashboard -- 3.1 Schools and Visits -- 3.2 Question Editor -- 4 Implementation -- 5 Conclusion -- References. |
Didactical Design Goes Rogue? Children's Playful Explorations While Engaged in Scaffolded Coding Activities Supported by Robots -- 1 Introduction -- 2 Related Work -- 2.1 Educational Robots -- 2.2 Coding Activities -- 3 Theory -- 3.1 Playfulness and Exploration -- 3.2 Scaffolding -- 4 Methodology -- 4.1 Participants -- 4.2 Material -- 4.3 Procedure -- 4.4 Data Collection -- 4.5 Ethical Considerations -- 4.6 Analysis -- 5 Results -- 5.1 Theme 1: Children's Engagement/Disengagement -- 5.2 Theme 2: Children's Playful Explorations -- 6 Discussion -- 6.1 Conclusion and Implications -- References -- Exploring Learners' Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective -- 1 Introduction -- 2 Psychic Entropy: The State Opposite of Flow -- 3 Flow in Educational Games -- 3.1 Information-Processing Model in Educational Games -- 3.2 Interference Factors in the Flow -- 4 Design Strategies for Educational Games -- 4.1 Beginning of Flow -- 4.2 Flow Stage -- 4.3 Exiting of Flow -- 5 Conclusion and Reflection -- References -- Mathmages: e-Sports and Mathematics in the Amazon Region -- 1 Introduction -- 2 Contextual Learning: The ARCS-REACT Approach -- 3 Mathmages at Schools -- 3.1 Early Development -- 3.2 Development -- 3.3 Training -- 3.4 Implementation -- 3.5 Mathmages Arena Tournament -- 3.6 Big Data -- 4 Conclusions -- References -- Enhancing Children's Cultural Empowerment Through Participatory Game Design Based on Hometown Ceramic Culture -- 1 Introduction -- 2 Literature Review -- 2.1 Participatory Game Design with Children -- 2.2 Psychological Empowerment -- 3 Case Study -- 4 Cultural Empowerment Framework with Children -- 4.1 Emotion -- 4.2 Cognition -- 4.3 Relation -- 4.4 Behavior -- 5 Conclusion -- Appendix 1 -- References -- Understanding Players and the Player Experience. |
Comparing Hedonic Consumption Experiences Between MOBA Games and Vrides -- 1 Introduction -- 2 Underpinning Theory -- 3 Methodology -- 4 Data Analysis -- 5 Discussion -- References -- Applicability of Psychophysiological and Perception Data for Mapping |
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Strategies in League of Legends - An Exploratory Study*-1pc -- 1 Introduction -- 2 Theoretical Framework -- 2.1 Emotion -- 2.2 Psychophysiological Metrics -- 3 Experimental Setup -- 3.1 Extraction Tools and Procedures -- 3.2 Data Preprocessing -- 4 Results -- 5 Discussion -- 6 Conclusion -- References -- Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States "Pain", "Pleasure", and "Neutral" -- 1 Introduction -- 2 Materials and Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- Appendix -- References -- Are Patterns Game for Our Brain? AI Identifies Individual Differences in Rationality and Intuition Characteristics of Respondents Attempting to Identify Random and Non-random Patterns -- 1 Introduction -- 2 Materials and Methods -- 2.1 Participants -- 2.2 Stimuli -- 2.3 Questionnaire -- 2.4 Statistical Methods -- 3 Results -- 3.1 Pattern Identification -- 3.2 Associations -- 4 Discussion and Conclusion -- Appendix -- References -- Understanding Individual Differences in Mental Health and Video Games -- 1 Understanding Individual Differences in Mental Health and Video Games -- 1.1 Hierarchical Taxonomy of Psychopathology -- 1.2 Video Games and Mental Health -- 1.3 Self Determination Theory -- 1.4 Personality Traits and Game Choice -- 1.5 Aims of the Current Study -- 2 Method -- 2.1 Participants -- 2.2 Design -- 2.3 Materials -- 2.4 Procedure -- 3 Results -- 4 Discussion -- References -- An Exploration of Feared Versus Fearless Attack Attitudes Using the Chess Personalities of Virtual Chess Players*-1pc. |
1 Introduction -- 2 Related Work -- 3 Method -- 3.1 Participants -- 3.2 Materials -- 4 Results -- 4.1 The Chessmaster Agreement Percentage with the Moves Made by a Grandmaster -- 4.2 The Chessmaster Agreement Percentage with the Moves Made by a Class-A Player -- 5 General Discussion -- 6 Conclusion -- References -- Biofeedback-Controlled Video Games for Emotional Regulation -- 1 Introduction -- 2 Related Work -- 3 Video Game Design -- 3.1 Capturing Heart Rate -- 3.2 Video Game Mode 1: Color Runner - State: Excited -- 3.3 Video Game Mode 2: Mindful Fishing - State: Relaxed -- 4 Proof of Concept -- 4.1 Methodology -- 4.2 Results -- 5 Conclusion and Future Work -- References -- "Should My Best Prove Insufficient, We Will Find Another Way": Time Loop Mechanics as Expressions of Hope in Digital Games -- 1 Introduction - Digital Games as Science Fictional Medium -- 2 Time Loops as Narrative and Mechanical Devices -- 2.1 Time Loops in Fiction -- 2.2 Time and Mechanics in Digital Games -- 3 Defining the Time Loop Game -- 3.1 The Structure of Time Loop Games -- 3.2 Time Loops and Player Control -- 4 Time Loops as Expressions of Hope -- 4.1 Returnal: Time Loops and Acceptance -- 4.2 Deathloop: Time Loops and Familial Bonds -- 4.3 Outer Wilds: Time Loops, Curiosity, and Hope -- 5 Conclusion -- References -- Your Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad Type -- 1 Introduction -- 1.1 Background -- 1.2 Research Context -- 1.3 Key Contributions -- 2 Literature Review -- 2.1 Gamer Archetypes -- 2.2 Gamification and Hexad -- 3 Method -- 3.1 Participant Recruitment -- 3.2 Survey Collection -- 3.3 Stack Exchange Data -- 3.4 Correlation Analysis and Ablation Study -- 4 Findings -- 4.1 Interesting Correlations -- 4.2 Predicting the Dominant User Behavior -- 4.3 Predicting the Hexad Type -- 5 Discussion -- 5.1 Limitations. |
5.2 Agenda for Future Research -- 6 Conclusion -- References -- Does the Voice Reveal More Emotion than the Face? a Study with Animated Agents -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Subjects -- 3.2 Materials -- 3.3 Procedure -- 4 Data Analysis -- 4.1 |
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Cross-Modal Identification of Emotion -- 4.2 Analysis of Ratings of Emotion Typicality, Sincerity and Intensity -- 5 Discussion and Conclusion -- References -- Expected Human Performance Behavior in Chess Using Centipawn Loss Analysis -- 1 Introduction -- 2 Centipawn Loss Metric -- 3 Designing a Model -- 4 Experimental Results -- 5 Conclusions -- References -- Prediction of Quality of Experience (QoE) of Cloud-Gaming Through an Approach to Extracting the Indicators from User Generated Content (UGC) -- 1 Introduction -- 2 Related Work -- 2.1 Structured and Quantitative QoE Evaluation Approach Based on Questionnaires -- 2.2 Emotion Distribution Learning Approach Based on an Emotion Dictionary -- 3 Method for EDL -- 4 Experiment -- 4.1 Dataset -- 4.2 Extraction of Feature Words Based on the UGC Dataset -- 4.3 Text EDL Approaches -- 5 Results -- 5.1 Reliability and Validity -- 5.2 Structure of EDL -- 6 Discussion and Future Work -- References -- Fiat Lux! Does the Lighting Design Affect Viewers' Perception of an Animated Character Personality? -- 1 Introduction -- 2 Related Work -- 2.1 The Five-Factor Model of Personality -- 2.2 Lighting and Animated Characters -- 3 Methods -- 3.1 Participants -- 3.2 Materials -- 3.3 Procedure -- 3.4 Findings -- 4 Discussion and Conclusion -- References -- From Stone Age to New Age Statistics: How Neural Networks Overcome the Irreproducibility Problems in Choice Based Profile Creation -- 1 Introduction -- 2 Materials -- 2.1 Questionnaire -- 2.2 Participants -- 3 Methods -- 3.1 Age Distributions, Male Versus Female. |
3.2 Feature vector construction: One-hot encoding. |
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Sommario/riassunto |
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This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games. |
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