1) The document discusses HopeLab's work using video games to improve health outcomes for chronic illnesses like cancer.
2) It describes HopeLab's cancer-fighting video game Re-Mission, which improved patients' cancer knowledge, self-efficacy, and medication adherence through gameplay.
3) HopeLab is conducting further research on Re-Mission to understand how gameplay impacts emotions, motivation, and real-life behaviors through studies analyzing player brain activity and game mechanics.
Tamer Fakhouri, MD, of the Yale School of Medicine Play2PREVENT Lab provides an overview of the PlayForward game, including a description of the basic game mechanics, the research basis for its design (youth clinical trial) and future implications for the design and engineering of games for health. Presented at YTH Live 2014 session "Advancing Data Collection Methods."
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
Emotion Mapping - Tech for Youth Resilience (Presented at YTH Live 2014)HopeLab
Sometimes, life can just feel downright hard. Facing adversity can affect one’s mental health and lead to health-harming behaviors. In this presentation, the approach of using technology for emotion regulation and enhancing youth resilience is explored by HopeLab staff Fred Dillon, Director of Product Development, and Janxin Leu, Ph.D., Director of Product Innovation.
The presentation was given at YTH Live 2014, the premier conference for cutting-edge technology that is advancing the health and wellness of youth, young adults, and other underserved populations.
Gaming for Good: Using Games to Create Change (Presented at SXSW 2015)HopeLab
Most everyone agrees that video games are highly entertaining. But can they spark positive health behavior change at a time of crisis? In this presentation, Fred Dillon, Director of Product Development at HopeLab, shows how Re-Mission 2 helps young cancer patients fight their disease. He also shares insights into the highly collaborative and iterative product development process at HopeLab. Learn more at www.hopelab.org.
A collection of our most memorable “check-in” activities at HopeLab, used to kick off and close staff meetings and retreats. The exercises are simple tools we use to help create quality connections between our staff.
Tamer Fakhouri, MD, of the Yale School of Medicine Play2PREVENT Lab provides an overview of the PlayForward game, including a description of the basic game mechanics, the research basis for its design (youth clinical trial) and future implications for the design and engineering of games for health. Presented at YTH Live 2014 session "Advancing Data Collection Methods."
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
Emotion Mapping - Tech for Youth Resilience (Presented at YTH Live 2014)HopeLab
Sometimes, life can just feel downright hard. Facing adversity can affect one’s mental health and lead to health-harming behaviors. In this presentation, the approach of using technology for emotion regulation and enhancing youth resilience is explored by HopeLab staff Fred Dillon, Director of Product Development, and Janxin Leu, Ph.D., Director of Product Innovation.
The presentation was given at YTH Live 2014, the premier conference for cutting-edge technology that is advancing the health and wellness of youth, young adults, and other underserved populations.
Gaming for Good: Using Games to Create Change (Presented at SXSW 2015)HopeLab
Most everyone agrees that video games are highly entertaining. But can they spark positive health behavior change at a time of crisis? In this presentation, Fred Dillon, Director of Product Development at HopeLab, shows how Re-Mission 2 helps young cancer patients fight their disease. He also shares insights into the highly collaborative and iterative product development process at HopeLab. Learn more at www.hopelab.org.
A collection of our most memorable “check-in” activities at HopeLab, used to kick off and close staff meetings and retreats. The exercises are simple tools we use to help create quality connections between our staff.
MobileKids: mHealth Tools to Increase Children's Physical AcvtivityYTH
Leah Robertson of the University of British Colombia introduces a mHealth game targeting youth to increase levels of physical activity. Inclusion of youth in research process, design, development and dissemination. Presented at YTH Live 2014 session "What to Wear? Wearables for Health.
Presenter: Mina Johnson, President Embodied Games. Radboud University, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
A Call to Action: Improving brain & mental health via digital platforms,...SharpBrains
(Session held at the 2014 SharpBrains Virtual Summit; October 28-30th, 2014)
8:15–9:45am. A Call to Action: Improving brain & mental health via digital platforms, neuroplasticity research and the White House BRAIN initiative
- Dr. Thomas Insel, Director of the National Institute of Mental Health (NIMH)
- Dr. Adam Gazzaley, Director of UCSF Neuroscience Imaging Center and Co-founder of Akili Interactive Labs
- Dr. Daphne Bavelier, Head of the Brain & Learning Lab at the University of Geneva & U. of Rochester
- Jack Young, Head of Qualcomm Life Fund
- Chair: Alvaro Fernandez, CEO of SharpBrains
Learn more here:
http://sharpbrains.com/summit-2014/agenda/
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
The Basics of Project Evaluation for Effective OutreachVegFund
Inspiring consumers to adopt a vegan lifestyle is complicated by many opposing influences. For many people, veganism is a long-term journey. Activists must continue on a steady and prolonged course of interactions with consumers to keep vegan messaging present in consumers’ minds and dietary choices.
This information was presented by Leslie Barcus, Executive Director of VegFund as part of the new Activist Learning Series. This particular webinar addresses why evaluating behavior change is complex and presents ideas about how activists can gain insights into the success of their advocacy efforts.
For more resources like this please visit: https://vegfund.org/resources/
Evening Entrepreneurship: A Year of Ideas, Failures, Learning, and Opened Doors Guy Kirby Montgomery
This presentation was from Ryroute.org founders at April 2016 Spin66 Innovation Conference.
Evening Entrepreneurship: A Year of Ideas, Failures, Learning, and Opened Doors
Computer games for user engagement in Attention Deficit Hyperactivity Disorde...Karel Van Isacker
Computer games for user engagement in Attention Deficit Hyperactivity Disorder (ADHD) monitoring and therapy (Michael P. Craven and Maddie Groom)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Ross Shegog - The Secret of Seven Stones: A Game to Impact Youth Skills and P...SeriousGamesAssoc
Presenter: Ross Shegog, Associate Professor, University of Texas
Few game-based interventions target sexual health and even fewer target parent-youth communication. The presentation describes the development and testing of an online adventure game, ‘The Secret of Seven Stones’ (SSS), to engage parents and youth (11-14 yrs.) to go beyond ‘the sex talk’ to impact youth decisions related to friendships, dating, and sex. SSS, informed by parent-youth dyads and previous empirical data, provides behavioral skills training in 15 domains (drawn from over 1300 learning objectives) encompassing responsible decision making about friendships, dating relationships, and sex. SSS features 18 game levels that include 50 interactive skills training clusters, 54 card ‘battle’ sequences, and 7 game-mediated parent-youth ‘PEP’ talks. As youth play SSS, parents receive progress updates and cues to receive resources to guide communication with their youth. SSS offers insight into an intergenerational gaming approach for health prevention, found feasible for a RCT efficacy trial.
Beyond BFFs: Using Technology to Promote Empathy YTH 2015 HopeLab
Janxin Leu, Ph.D presentsText ToConnect. TextToConnect is a text messaging system that implements a program developed by Dr. Sara Konrath at Indiana University in collaboration with HopeLab Foundation to enhance empathy and pro-social behavior in teens. The messages prompt teens to imagine others' feelings and experiences, and do small kind acts every day. A pilot study showed that receiving these messages can actually increase teens’ willingness to help others and decrease levels of aggression. We’ve recently launched the program and are currently recruiting teens to enroll at TextToConnect.org.
MobileKids: mHealth Tools to Increase Children's Physical AcvtivityYTH
Leah Robertson of the University of British Colombia introduces a mHealth game targeting youth to increase levels of physical activity. Inclusion of youth in research process, design, development and dissemination. Presented at YTH Live 2014 session "What to Wear? Wearables for Health.
Presenter: Mina Johnson, President Embodied Games. Radboud University, NL
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
A Call to Action: Improving brain & mental health via digital platforms,...SharpBrains
(Session held at the 2014 SharpBrains Virtual Summit; October 28-30th, 2014)
8:15–9:45am. A Call to Action: Improving brain & mental health via digital platforms, neuroplasticity research and the White House BRAIN initiative
- Dr. Thomas Insel, Director of the National Institute of Mental Health (NIMH)
- Dr. Adam Gazzaley, Director of UCSF Neuroscience Imaging Center and Co-founder of Akili Interactive Labs
- Dr. Daphne Bavelier, Head of the Brain & Learning Lab at the University of Geneva & U. of Rochester
- Jack Young, Head of Qualcomm Life Fund
- Chair: Alvaro Fernandez, CEO of SharpBrains
Learn more here:
http://sharpbrains.com/summit-2014/agenda/
Standout Studies of Health Games, presentation at Games for Health Conference...Debra Lieberman
Here are some recent noteworthy studies of health games. They are grouped by topic area and included are many of my tweets about research on health games.
The Basics of Project Evaluation for Effective OutreachVegFund
Inspiring consumers to adopt a vegan lifestyle is complicated by many opposing influences. For many people, veganism is a long-term journey. Activists must continue on a steady and prolonged course of interactions with consumers to keep vegan messaging present in consumers’ minds and dietary choices.
This information was presented by Leslie Barcus, Executive Director of VegFund as part of the new Activist Learning Series. This particular webinar addresses why evaluating behavior change is complex and presents ideas about how activists can gain insights into the success of their advocacy efforts.
For more resources like this please visit: https://vegfund.org/resources/
Evening Entrepreneurship: A Year of Ideas, Failures, Learning, and Opened Doors Guy Kirby Montgomery
This presentation was from Ryroute.org founders at April 2016 Spin66 Innovation Conference.
Evening Entrepreneurship: A Year of Ideas, Failures, Learning, and Opened Doors
Computer games for user engagement in Attention Deficit Hyperactivity Disorde...Karel Van Isacker
Computer games for user engagement in Attention Deficit Hyperactivity Disorder (ADHD) monitoring and therapy (Michael P. Craven and Maddie Groom)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Ross Shegog - The Secret of Seven Stones: A Game to Impact Youth Skills and P...SeriousGamesAssoc
Presenter: Ross Shegog, Associate Professor, University of Texas
Few game-based interventions target sexual health and even fewer target parent-youth communication. The presentation describes the development and testing of an online adventure game, ‘The Secret of Seven Stones’ (SSS), to engage parents and youth (11-14 yrs.) to go beyond ‘the sex talk’ to impact youth decisions related to friendships, dating, and sex. SSS, informed by parent-youth dyads and previous empirical data, provides behavioral skills training in 15 domains (drawn from over 1300 learning objectives) encompassing responsible decision making about friendships, dating relationships, and sex. SSS features 18 game levels that include 50 interactive skills training clusters, 54 card ‘battle’ sequences, and 7 game-mediated parent-youth ‘PEP’ talks. As youth play SSS, parents receive progress updates and cues to receive resources to guide communication with their youth. SSS offers insight into an intergenerational gaming approach for health prevention, found feasible for a RCT efficacy trial.
Similar to Hope Lab Games For Health Presentation (20)
Beyond BFFs: Using Technology to Promote Empathy YTH 2015 HopeLab
Janxin Leu, Ph.D presentsText ToConnect. TextToConnect is a text messaging system that implements a program developed by Dr. Sara Konrath at Indiana University in collaboration with HopeLab Foundation to enhance empathy and pro-social behavior in teens. The messages prompt teens to imagine others' feelings and experiences, and do small kind acts every day. A pilot study showed that receiving these messages can actually increase teens’ willingness to help others and decrease levels of aggression. We’ve recently launched the program and are currently recruiting teens to enroll at TextToConnect.org.
Resilience Through Tech: Designing to Help People (Presented at SXSW 2015)HopeLab
We've all seen or even built mobile apps that track personal wellness, from physical activity to happiness and stress. But can we design technology to promote resilience? In this presentation, Fred Dillon, Director of Product Development at HopeLab, shares research on the psychological and biological components of resilience, and presents case studies and design principles on how science can be applied to the development of mobile apps and social technologies to support health and well-being. Learn more at www.hopelab.org.
Designing for Resilience and Compassionate ActionHopeLab
At the inaugural Compassion and Technology Conference hosted by The Center for Compassion and Altruism Research and Education at Stanford, Fred Dillon, Director of Product Development, and Janxin Leu, Ph.D., Director of Product Innovation, presented HopeLab's innovative approach to product development.
A set of prompts to help us stay present and open as leaders, whether we’re facilitating a meeting or offering feedback to a colleague. We believe everyone can be a leader, regardless of where they sit on an org chart or their status in a community.
Check-in Deck, by Chris Marcell Murchison of HopeLabHopeLab
A collection of our most memorable “check-in” activities at HopeLab, used to kick off and close staff meetings and retreats. The exercises are simple tools we use to help create quality connections between our staff.
This how to was shared at Wisdom 2.0 Business in May 2012, and practiced among 400+ business leaders to help get the conference attendees present and connected to themselves and the people around them.
The check-in exercise was led by Chris Murchison, VP of Staff Development, Learning and Innovation at HopeLab.
For more information on HopeLab, visit hopelab.org.
CES 2010 Engaging Customers To Improve LivesHopeLab
Our Director of Communications & Marketing, Richard Tate, was slated to speak at CES 2010 during the Digital Health Summit. This is presentation on our rigorous testing with our tween customers.
Knee anatomy and clinical tests 2024.pdfvimalpl1234
This includes all relevant anatomy and clinical tests compiled from standard textbooks, Campbell,netter etc..It is comprehensive and best suited for orthopaedicians and orthopaedic residents.
The prostate is an exocrine gland of the male mammalian reproductive system
It is a walnut-sized gland that forms part of the male reproductive system and is located in front of the rectum and just below the urinary bladder
Function is to store and secrete a clear, slightly alkaline fluid that constitutes 10-30% of the volume of the seminal fluid that along with the spermatozoa, constitutes semen
A healthy human prostate measures (4cm-vertical, by 3cm-horizontal, 2cm ant-post ).
It surrounds the urethra just below the urinary bladder. It has anterior, median, posterior and two lateral lobes
It’s work is regulated by androgens which are responsible for male sex characteristics
Generalised disease of the prostate due to hormonal derangement which leads to non malignant enlargement of the gland (increase in the number of epithelial cells and stromal tissue)to cause compression of the urethra leading to symptoms (LUTS
Title: Sense of Smell
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
Title: Sense of Taste
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the structure and function of taste buds.
Describe the relationship between the taste threshold and taste index of common substances.
Explain the chemical basis and signal transduction of taste perception for each type of primary taste sensation.
Recognize different abnormalities of taste perception and their causes.
Key Topics:
Significance of Taste Sensation:
Differentiation between pleasant and harmful food
Influence on behavior
Selection of food based on metabolic needs
Receptors of Taste:
Taste buds on the tongue
Influence of sense of smell, texture of food, and pain stimulation (e.g., by pepper)
Primary and Secondary Taste Sensations:
Primary taste sensations: Sweet, Sour, Salty, Bitter, Umami
Chemical basis and signal transduction mechanisms for each taste
Taste Threshold and Index:
Taste threshold values for Sweet (sucrose), Salty (NaCl), Sour (HCl), and Bitter (Quinine)
Taste index relationship: Inversely proportional to taste threshold
Taste Blindness:
Inability to taste certain substances, particularly thiourea compounds
Example: Phenylthiocarbamide
Structure and Function of Taste Buds:
Composition: Epithelial cells, Sustentacular/Supporting cells, Taste cells, Basal cells
Features: Taste pores, Taste hairs/microvilli, and Taste nerve fibers
Location of Taste Buds:
Found in papillae of the tongue (Fungiform, Circumvallate, Foliate)
Also present on the palate, tonsillar pillars, epiglottis, and proximal esophagus
Mechanism of Taste Stimulation:
Interaction of taste substances with receptors on microvilli
Signal transduction pathways for Umami, Sweet, Bitter, Sour, and Salty tastes
Taste Sensitivity and Adaptation:
Decrease in sensitivity with age
Rapid adaptation of taste sensation
Role of Saliva in Taste:
Dissolution of tastants to reach receptors
Washing away the stimulus
Taste Preferences and Aversions:
Mechanisms behind taste preference and aversion
Influence of receptors and neural pathways
Impact of Sensory Nerve Damage:
Degeneration of taste buds if the sensory nerve fiber is cut
Abnormalities of Taste Detection:
Conditions: Ageusia, Hypogeusia, Dysgeusia (parageusia)
Causes: Nerve damage, neurological disorders, infections, poor oral hygiene, adverse drug effects, deficiencies, aging, tobacco use, altered neurotransmitter levels
Neurotransmitters and Taste Threshold:
Effects of serotonin (5-HT) and norepinephrine (NE) on taste sensitivity
Supertasters:
25% of the population with heightened sensitivity to taste, especially bitterness
Increased number of fungiform papillae
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Ethanol (CH3CH2OH), or beverage alcohol, is a two-carbon alcohol
that is rapidly distributed in the body and brain. Ethanol alters many
neurochemical systems and has rewarding and addictive properties. It
is the oldest recreational drug and likely contributes to more morbidity,
mortality, and public health costs than all illicit drugs combined. The
5th edition of the Diagnostic and Statistical Manual of Mental Disorders
(DSM-5) integrates alcohol abuse and alcohol dependence into a single
disorder called alcohol use disorder (AUD), with mild, moderate,
and severe subclassifications (American Psychiatric Association, 2013).
In the DSM-5, all types of substance abuse and dependence have been
combined into a single substance use disorder (SUD) on a continuum
from mild to severe. A diagnosis of AUD requires that at least two of
the 11 DSM-5 behaviors be present within a 12-month period (mild
AUD: 2–3 criteria; moderate AUD: 4–5 criteria; severe AUD: 6–11 criteria).
The four main behavioral effects of AUD are impaired control over
drinking, negative social consequences, risky use, and altered physiological
effects (tolerance, withdrawal). This chapter presents an overview
of the prevalence and harmful consequences of AUD in the U.S.,
the systemic nature of the disease, neurocircuitry and stages of AUD,
comorbidities, fetal alcohol spectrum disorders, genetic risk factors, and
pharmacotherapies for AUD.
New Drug Discovery and Development .....NEHA GUPTA
The "New Drug Discovery and Development" process involves the identification, design, testing, and manufacturing of novel pharmaceutical compounds with the aim of introducing new and improved treatments for various medical conditions. This comprehensive endeavor encompasses various stages, including target identification, preclinical studies, clinical trials, regulatory approval, and post-market surveillance. It involves multidisciplinary collaboration among scientists, researchers, clinicians, regulatory experts, and pharmaceutical companies to bring innovative therapies to market and address unmet medical needs.
These lecture slides, by Dr Sidra Arshad, offer a quick overview of physiological basis of a normal electrocardiogram.
Learning objectives:
1. Define an electrocardiogram (ECG) and electrocardiography
2. Describe how dipoles generated by the heart produce the waveforms of the ECG
3. Describe the components of a normal electrocardiogram of a typical bipolar leads (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
Study Resources:
1. Chapter 11, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 9, Human Physiology - From Cells to Systems, Lauralee Sherwood, 9th edition
3. Chapter 29, Ganong’s Review of Medical Physiology, 26th edition
4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
6. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
Lung Cancer: Artificial Intelligence, Synergetics, Complex System Analysis, S...Oleg Kshivets
RESULTS: Overall life span (LS) was 2252.1±1742.5 days and cumulative 5-year survival (5YS) reached 73.2%, 10 years – 64.8%, 20 years – 42.5%. 513 LCP lived more than 5 years (LS=3124.6±1525.6 days), 148 LCP – more than 10 years (LS=5054.4±1504.1 days).199 LCP died because of LC (LS=562.7±374.5 days). 5YS of LCP after bi/lobectomies was significantly superior in comparison with LCP after pneumonectomies (78.1% vs.63.7%, P=0.00001 by log-rank test). AT significantly improved 5YS (66.3% vs. 34.8%) (P=0.00000 by log-rank test) only for LCP with N1-2. Cox modeling displayed that 5YS of LCP significantly depended on: phase transition (PT) early-invasive LC in terms of synergetics, PT N0—N12, cell ratio factors (ratio between cancer cells- CC and blood cells subpopulations), G1-3, histology, glucose, AT, blood cell circuit, prothrombin index, heparin tolerance, recalcification time (P=0.000-0.038). Neural networks, genetic algorithm selection and bootstrap simulation revealed relationships between 5YS and PT early-invasive LC (rank=1), PT N0—N12 (rank=2), thrombocytes/CC (3), erythrocytes/CC (4), eosinophils/CC (5), healthy cells/CC (6), lymphocytes/CC (7), segmented neutrophils/CC (8), stick neutrophils/CC (9), monocytes/CC (10); leucocytes/CC (11). Correct prediction of 5YS was 100% by neural networks computing (area under ROC curve=1.0; error=0.0).
CONCLUSIONS: 5YS of LCP after radical procedures significantly depended on: 1) PT early-invasive cancer; 2) PT N0--N12; 3) cell ratio factors; 4) blood cell circuit; 5) biochemical factors; 6) hemostasis system; 7) AT; 8) LC characteristics; 9) LC cell dynamics; 10) surgery type: lobectomy/pneumonectomy; 11) anthropometric data. Optimal diagnosis and treatment strategies for LC are: 1) screening and early detection of LC; 2) availability of experienced thoracic surgeons because of complexity of radical procedures; 3) aggressive en block surgery and adequate lymph node dissection for completeness; 4) precise prediction; 5) adjuvant chemoimmunoradiotherapy for LCP with unfavorable prognosis.
These simplified slides by Dr. Sidra Arshad present an overview of the non-respiratory functions of the respiratory tract.
Learning objectives:
1. Enlist the non-respiratory functions of the respiratory tract
2. Briefly explain how these functions are carried out
3. Discuss the significance of dead space
4. Differentiate between minute ventilation and alveolar ventilation
5. Describe the cough and sneeze reflexes
Study Resources:
1. Chapter 39, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 34, Ganong’s Review of Medical Physiology, 26th edition
3. Chapter 17, Human Physiology by Lauralee Sherwood, 9th edition
4. Non-respiratory functions of the lungs https://academic.oup.com/bjaed/article/13/3/98/278874
Ozempic: Preoperative Management of Patients on GLP-1 Receptor Agonists Saeid Safari
Preoperative Management of Patients on GLP-1 Receptor Agonists like Ozempic and Semiglutide
ASA GUIDELINE
NYSORA Guideline
2 Case Reports of Gastric Ultrasound
NVBDCP.pptx Nation vector borne disease control programSapna Thakur
NVBDCP was launched in 2003-2004 . Vector-Borne Disease: Disease that results from an infection transmitted to humans and other animals by blood-feeding arthropods, such as mosquitoes, ticks, and fleas. Examples of vector-borne diseases include Dengue fever, West Nile Virus, Lyme disease, and malaria.
Prix Galien International 2024 Forum ProgramLevi Shapiro
June 20, 2024, Prix Galien International and Jerusalem Ethics Forum in ROME. Detailed agenda including panels:
- ADVANCES IN CARDIOLOGY: A NEW PARADIGM IS COMING
- WOMEN’S HEALTH: FERTILITY PRESERVATION
- WHAT’S NEW IN THE TREATMENT OF INFECTIOUS,
ONCOLOGICAL AND INFLAMMATORY SKIN DISEASES?
- ARTIFICIAL INTELLIGENCE AND ETHICS
- GENE THERAPY
- BEYOND BORDERS: GLOBAL INITIATIVES FOR DEMOCRATIZING LIFE SCIENCE TECHNOLOGIES AND PROMOTING ACCESS TO HEALTHCARE
- ETHICAL CHALLENGES IN LIFE SCIENCES
- Prix Galien International Awards Ceremony
1. Baltimore, Maryland Games for Health First It Must Be Fun … And Other Key Learnings An Update on the Work of HopeLab Ellen LaPointe, Vice President, Strategic Partnerships HopeLab, Redwood City, Calif., USA
8. Re-Mission Works Cancer Knowledge Baseline Follow-up Intervention-targeted knowledge (% correct) Control Re-Mission 55 60 65 70 Self-Efficacy Cancer-specific self-efficacy (1-7 scale) 5.6 5.8 6.0 6.2 Baseline Follow-up Control Re-Mission p = .034 p = .027 0 10 20 30 40 Total MEMS Cap Events Control Antibiotics p = .008 Plasma 6MP (log10) Control Re-Mission Chemotherapy: Oral 6MP p = .002 3.2 3.4 3.6 3.8 Baseline Follow-up In press, Pediatrics Re-Mission Outcomes Study RCT 34 hospitals, 374 AYA with cancer
13. Knowledge Treatment adherence Emotion/ Motivation Re-Mission Attitudes Study Jennifer Aaker, Ph.D., Stanford University Re-Mission Works – But How?
14.
15.
16. Identifying Mechanisms of Action Emotion SNS Intentions Attitudes Knowledge Scan ~60 Stanford students pre-play post-play 1 month 10 min Rest Rest Rest Rest Rest Rest Rest Rest
21. Extending the Model “ What’s the point of exercising if you don’t have any fun?” - Joe, 11
22.
23.
24.
25.
26.
27.
28. Ruckus Nation Dynamic Drums Go! Watch Videogame + floor-mat drums, movement = music Wristwatch + pedometer = rewards for movement
29. Ruckus Nation Winners Ionic Motion Txt It! Videogame + cell-phone keypad floor mat = text with your toes Videogame + motion sensors = virtual dance-off
30. Ruckus Nation Scoot MoovDisk Tag + LED lights + online network = classic game, high-tech twists Disco ball + musical chairs = dance party or party game
31. Ruckus Nation Winners Rhythm Rope iBlob Grand Prize Honorable Mention Jump rope + lights + music = new take on old favorite Fun-to-squish object + lights + music = lots of moving around
32. Ruckus Nation Winners Dancing Craze Honeycomb Grand Prize Winner Virtual character + motion sensors = personalized online dance videos Floor mat + heart-rate monitor = action-packed puzzle game
38. Where Are We Going? Ruckus Nation We are here! 2007 2008 2009 2010 2011 Targeting Research * Product Development Impact Study Distribution Idea Distillation & Prototype Development Pilot Selection Trial Selection Study * = could take 6 – 18 mos. ~200 middle school kids Conditions: 2 - 3 prototypes + control Outcome: physical activity ~600 middle school kids Conditions: 1 - 2 full products + control Outcomes: - activity - duration - biomarkers Development of 2 - 3 prototypes for use in Selection Study Development of 1 - 2 finished products for use in Impact Study Idea Competition Q2 Q3 Q4 Q2 Q3 Q4 Q2 Q3 Q4 Q2 Q3 Q4