893 resultados para Illicit tablets


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In this study, fluid bed granulation was applied to improve the dissolution of nimodipine and spironolactone, two very poorly water-soluble drugs. Granules were obtained with different amounts of sodium dodecyl sulfate and croscarmellose sodium and then compressed into tablets. The dissolution behavior of the tablets was studied by comparing their dissolution profiles and dissolution efficiency with those obtained from physical mixtures of the drug and excipients subjected to similar conditions. Statistical analysis of the results demonstrated that the fluid bed granulation process improves the dissolution efficiency of both nimodipine and spironolactone tablets. The addition of either the surfactant or the disintegrant employed in the study proved to have a lower impact on this improvement in dissolution than the fluid bed granulation process.

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Since its discovery, myostatin (MSTN) has been at the forefront of muscle therapy research because intrinsic mutations or inhibition of this protein, by either pharmacological or genetic means, result in muscle hypertrophy and hyperplasia. In addition to muscle growth, MSTN inhibition potentially disturbs connective tissue, leads to strength modulation, facilitates myoblast transplantation, promotes tissue regeneration, induces adipose tissue thermogenesis and increases muscle oxidative phenotype. It is also known that current advances in gene therapy have an impact on sports because of the illicit use of such methods. However, the adverse effects of these methods, their impact on athletic performance in humans and the means of detecting gene doping are as yet unknown. The aim of the present review is to discuss biosynthesis, genetic variants, pharmacological/genetic manipulation, doping and athletic performance in relation to the MSTN pathway. As will be concluded from the manuscript, MSTN emerges as a promising molecule for combating muscle wasting diseases and for triggering wide-ranging discussion in view of its possible use in gene doping.

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This paper discusses the redefinition of the function of freehand drawing in the design process in view of intuitive digital media. It sets forth an interpretive analysis of an experiment with drawing on opaque tablets, carried out with a group of students of the Instituto de Arquitetura e Urbanismo da Universidade de São Paulo. After a brief review of the current debate on freehand drawing and the advent of digital media, we examine the experiment as a possible way to elicit facts that may contribute to the discussion. To this end, our research has concentrated on the intuitive use enabled by existing digital media. It is our intention that this empirical approximation becomes a pilot experiment for the use of digital tablets in the process of construction the gaze of the student in Architecture and Urbanism as a reflection on the different cognitive dimensions that constitute the practice of drawing and its reinterpretation to develop new ideas.

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Este texto pretende discutir a importância do desenho à mão livre no processo projetivo arquitetônico inserido no contexto da era digital, por meio do uso das mesas digitais, comumente chamadas de tablets. A relevância desta discussão consiste em identificar como os desenhos feitos com tablets mantêm a percepção e o traço individual de cada pessoa. Pretende-se, com isto, não apenas rever e atualizar as disciplinas de desenho nos cursos de arquitetura, suas práticas e seus procedimentos, mas também, discutir o papel da linguagem e representação – analógica ou digital – e sua integração com outras disciplinas. São apresentadas algumas considerações sobre o uso dessa ferramenta nas seguintes disciplinas: História da Arquitetura e Urbanismo, Paisagismo e Projeto, ministradas no Instituto de Arquitetura e Urbanismo da Universidade de São Paulo, Brasil. As tablets são apresentadas como um meio de conexão entre o projeto analógico e digital, capazes de capturar a pressão e a velocidade do traço, aproximando a potencialidade e racionalidade do processo feito no computador com o gesto criativo do desenho à mão livre, resultando em uma sinergia entre essas duas linguagens.

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Este trabalho integra as pesquisas desenvolvidas pelo Grupo N.elac – IAU.USP, que tem como tema estudos sobre a representação da arquitetura e da cidade. Este artigo faz análise dos novos recursos tecnológicos direcionados para o desenho e projeto arquitetônico que emulam ou fazem uso do movimento gestual humano no ato de desenho e projeto. A pesquisa testa e avalia qualitativamente o uso das novas ferramentas digitais, tais como as tablets gráficas (ex:Apple Ipad), tablets opacas (ex: Wacom Bamboo) e canetas eletrônicas (ex: Wacom Inkling) na execução de desenhos livre e de observação, orientados por uma proposta de desenvolvimento gráfico relacionados ao ato de projeto arquitetônico, de maneira que se possa construir uma análise comparativa e interpretativa por meio dos produtos gerados nesse processo.

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This paper makes an analysis on the new technological resources related to architectural drawing that make use of the hand drawing. It tests and evaluates the use of new tools such as tablets (e.g. Wacom Bamboo), graphic tablets (e.g. iPad), tablet/screen hybrids (e.g. Wacom Cintiq) and electronic pens (e.g. Wacom Inkling) in the making of free drawings oriented for the developing of graphic products related to the projective act in architecture and design. The paper makes a comparative e interpretative analysis through the reading of those products.

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Programa de Doctorado: Higiene y Tecnología de los Alimentos

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[EN]In this paper we analyze the use of tablets in the classroom and the new key technologies based on mobile learning; describing their potential in the academic activities. We start always to identify and describe the key trends in educational technology in the field of teaching and learning and as always start from the last NMC Horizon Report 2014. So we will see how our university experience in the field of law, we used the methodological synergy and integration of the flipped classroom, apps design and even the gamification as new teaching tools of the digital ecosystem.