890 resultados para Paton, Andy
Resumo:
OBJETIVOS: verificar a possibilidade de gestação natural em coelha, após ooforectomia total bilateral e auto-implante ovariano ortotópico (íntegro e fatiado), sem pedículo vascular e avaliar os aspectos morfofuncionais dos ovários reimplantados. MÉTODOS: foram utilizadas trinta e duas coelhas da raça Nova Zelândia Branca. No grupo controle (GC) (n=8) foi realizada apenas laparotomia e laparorrafia. No grupo RI (n=8), reimplantou-se o ovário na forma íntegra. No grupo RF (n=8), reimplantou-se o ovário na forma fatiada e, no grupo RIF (n=8), reimplantou-se, de um lado, o ovário íntegro e, do outro lado, fatiado. A partir do terceiro mês pós-operatório, cada coelha foi colocada em gaiola junto com um macho fértil, para cópula. Dosou-se o estradiol, a progesterona, o hormônio folículo-estimulante e o hormônio luteinizante de cada animal no nono mês pós-operatório. Foram estudadas as morfologias macro e microscópica dos ovários, tubas e útero, de todos os animais. O número de gestações e de filhotes nascidos em cada grupo foi avaliado por meio do teste chi² e as dosagens hormonais foram comparadas pelo teste t de Student, considerando p<0,05 como significância. RESULTADOS: todas as coelhas do GC engravidaram, entre o segundo e terceiro meses após início da cópula, com número de filhotes variando entre 6 e 10 animais. Nos demais grupos, as gestações ocorreram entre o quinto e o oitavo mês pós-operatório. A porcentagem de gravidez observada foi de 37,5% no grupo RI e 50% nos grupos RF e RIF. Não houve diferença entre os números de filhotes dos grupos com ovários reimplantados, que foi de 1 a 4 animais. Os níveis hormonais e o estudo morfofuncional dos ovários, tubas e úteros não apresentaram diferenças entre os grupos. CONCLUSÕES: o auto-implante ovariano ortotópico em coelhas, na forma íntegra ou fatiada, sem pedículo vascular, é viável, além de preservar as funções hormonais e a fertilidade.
Resumo:
Kirjallisuusarvostelu
Resumo:
Back Row: Paul Jackson (Asst. Coach), Paul DeGagne (Manager), Angelo Pontello, Yvan Prevost, Greg Foy, Ken Murray, Steve Ashfield, Rick Berard, Andy MacMillan, Kelly Toppazzini, Carl Van Bolderen, John Dakin, Loran Prentice, Joe Kenny (Trainer), Ron Anderson (Coach) Front Row: Logan Trafford, Mark Warren, Pat Gallagher, Phil Powers, Daryl Clancy, Ted Sawicki, Gord Christie, John Hogg, Brian Onifrichuk, Doug Riopelle, Shawn Barry Absent: Paul Hanley, Brad MacMillan, Rico Schirru, Mike Quinn (Asst. Coach)
Resumo:
From left to right. Top: Pierre Nadeau, Dave Blanchard, Tony Biernacki (Coach), Kevin McLaughlin, Mike McDonald. Bottom: Andy Ness.
Resumo:
This thesis investigated attention focus and balance control in eighteen healthy young adults and eighteen healthy older adults. All participants performed sixteen consecutive trials of a balance task which involved standing for 30-s on an unstable platform that could rotate only in the roll direction. There were no attention focus instructions provided on any of the sixteen trials. Following the completion of the initial and final attempt in the series, participants reported "where" their attention had been focused when performing the task. The results showed differences in balance between young and older adults and improvements in balance with practice in both young and older adults. However, there were no differences in attention focus strategies between young and older adults. Both age groups directed attention to multiple sources during the balance task. An equal focus on internal (i.e., feet, trunk, and other body parts) and external (i.e., the platform) sources with little focus on events not related to the task dominated on the first attempt of the balance task. Focus on internal sources was maintained and focus on events not related to the task increased at the expense of focus on external sources on the final attempt of the balance task. Following the series of sixteen trials to establish "natural" attention focus, participants performed three randomly presented trials, each with specific attention focus instructions (i.e., think about minimizing movements of the feet, the trunk, or the platform). The results showed that, in contrast to the literature, instructions to focus on an internal source, the trunk, actually augmented control of the task as reflected in reduced trunk sway whereas instructions to focus on an internal source, the feet, or an external source, the platform, did not benefit performance on the task. Thus, the distance fi-om the interaction point of the body with the external source is critical and may not depend on whether the source is internal or external. Thus, a global attention focus instruction may not be beneficial and the nature of the task should be considered when adopting attention focus instructions for young and older adults.
Resumo:
Rapport de recherche
Resumo:
Cette thèse propose une analyse croisée du cinéma et du jeu vidéo sous un angle interdisciplinaire afin de montrer la réappropriation et le remédiatisation des structures narratives et formelles du jeu vidéo dans le cinéma d’effets visuels du tournant du XXIe siècle. Plus spécifiquement, la thèse porte sur l’analyse de trois figures majeures du jeu vidéo et de l’animation dans la trilogie Matrix (Larry et Andy Wachowski, 1999-2003), dans Avalon (Mamoru Oshii, 2001) et dans Kung-Fu Hustle (Stephen Chow, 2004). La première section de la thèse consiste en une mise en place théorique par la présentation de certains paramètres esthétiques du cinéma d’effets visuels et du jeu vidéo. Quelques réflexions préliminaires sur l’esthétique du cinéma d’effets visuels sont d’abord esquissées avant de présenter les principales relations transmédiales entre le cinéma et le jeu vidéo. Ensuite, c’est le cinéma transludique qui est défini alors que le terme découle de la synergie singulière entre le cinéma et le jeu vidéo. Puisque le cinéma transludique concerne spécifiquement la récupération de l’esthétique du jeu vidéo dans le cinéma contemporain, les prémisses d’une esthétique du jeu vidéo sont alors établies. Dans la deuxième section, ce sont les figures et sous-figures au cœur de cette réflexion qui sont développées, pour ensuite les appliquer aux films du corpus. La première figure à l’étude est celle de l’exploration, alors que l’analyse de la signification de cette figure dans la conception de jeu vidéo et dans les récits cinématographiques de science-fiction montre l’importance de la navigation comme expérience spatio-temporelle dans les univers virtuels. Ensuite, c’est l’utilisation récurrente de la figure vidéoludique du niveau (level) dans le cinéma hybride contemporain qui est soulignée, figure qui structure autant le récit que la forme représentationnelle des films transludiques. Enfin, la figure de la métamorphose, indissociable du cinéma d’animation, est étudiée afin de souligner l’importance de cette figure dans la création numérique et d’expliquer la transformation de l’image qui affecte le cinéma transludique, image qualifiée d’image-frontière.
Resumo:
Pour respecter les droits d'auteur, la version électronique de ce mémoire a été dépouillée de ses documents visuels. La version intégrale du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
Resumo:
« Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).
Resumo:
If cities are to become more sustainable and resilient to change it is likely that they will have to engage with food at increasingly localised levels, in order to reduce their dependency on global systems. With 87 percent of people in developed regions estimated to be living in cities by 2050 it can be assumed that the majority of this localised production will occur in and around cities. As part of a 12 month engagement, Queen’s University Belfast designed and implemented an elevated aquaponic food system spanning the top internal floor and exterior roof space of a disused mill in Manchester, England. The experimental aquaponic system was developed to explore the possibilities and difficulties associated with integrating food production with existing buildings. This paper utilises empirical research regarding crop growth from the elevated aquaponic system and extrapolates the findings across a whole city. The resulting research enables the agricultural productive capacity of today’s cities to be estimated and a framework of implementation to be proposed.
Resumo:
An image of Hartley Library reception with entrance gate, taken in 2009.
Resumo:
An image of a user receiving help at Hartley Library reception desk, taken 2009.
Resumo:
An image of a user receiving help at Hartley Library reception desk, taken 2009
Resumo:
An image of a user sitting down while receiving help at the subject enquiry desk, taken 2009