Fluoroquinolone antibiotics have been known to cause severe, multisystem adverse side effects, termed fluoroquinolone toxicity (FQT). This toxicity syndrome can present with adverse effects that vary from individual to individual, including effects on the musculoskeletal and nervous systems, among others. The mechanism behind FQT in mammals is not known, although various possibilities have been investigated. Among the hypothesized FQT mechanisms, those that could potentially explain multisystem toxicity include off-target mammalian topoisomerase interactions, increased production of reactive oxygen species, oxidative stress, and oxidative damage, as well as metal chelating properties of FQs. This review presents relevant information on fluoroquinolone antibiotics and FQT and explores the mechanisms that have been proposed. A fluoroquinolone-induced increase in reactive oxygen species and subsequent oxidative stress and damage presents the strongest evidence to explain this multisystem toxicity syndrome. Understanding the mechanism of FQT in mammals is important to aid in the prevention and treatment of this condition.
Heron Lodge is the hybrid product of sciences, (pre) medicine, and the humanities throughout four years of an undergraduate degree in Medical Studies.
The goal of this research project is to create a Mathcad template file capable of statistically modelling the effects of mean and standard deviation on a microparticle batch characterized by the log normal distribution model. Such a file can be applied during manufacturing to explore tolerances and increase cost and time effectiveness. Theoretical data for the time to 60% drug release and the slope and intercept of the log-log plot were collected and subjected to statistical analysis in JMP. Since the scope of this project focuses on microparticle surface degradation drug release with no drug diffusion, the characteristic variables relating to the slope (n = diffusional release exponent) and the intercept (k = kinetic constant) do not directly apply to the distribution model within the scope of the research. However, these variables are useful for analysis when the Mathcad template is applied to other types of drug release models.
The purpose of this longitudinal study was to predict /r/ acquisition using acoustic signal processing. 19 children, aged 5-7 with inaccurate /r/, were followed until they turned 8 or acquired /r/, whichever came first. Acoustic and descriptive data from 14 participants were analyzed. The remaining 5 children continued to be followed. The study analyzed differences in spectral energy at the baseline acoustic signals of participants who eventually acquired /r/ compared to that of those who did not acquire /r/. Results indicated significant differences between groups in the baseline signals for vocalic and postvocalic /r/, suggesting that the acquisition of certain allophones may be predictable. Participants’ articulatory changes made during the progression of acquisition were also analyzed spectrally. A retrospective analysis described the pattern in which /r/ allophones were acquired, proposing that vocalic /r/ and the postvocalic variant of consonantal /r/ may be acquired prior to prevocalic /r/, and /r/ followed by low vowels may be acquired before /r/ followed by high vowels, although individual variations exist.
A growing body of research suggests a link between adverse childhood experiences and negative health outcomes. However, less is known about where racial discrimination ranks compared to other adverse childhood experiences, such as maltreatment. To address this issue, I conducted two systematic reviews of meta-analyses to compare the magnitudes of the links between racial discrimination and depressive symptoms and childhood maltreatment and depressive symptoms. My aim was to establish if racial discrimination should be considered an adverse childhood experience. My results demonstrated that the link between racial discrimination and depressive symptoms (r = 0.27) is comparable to the links between 4 different manifestations of maltreatment and depressive symptoms (physical abuse: r = 0.257, emotional abuse: r = 0.301, neglect: r = 0.381, sexual abuse: r = 0.408). I discuss the implications of these findings and propose future research directions.
Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tabletop roleplaying games may be an intervention option that is already played for enjoyment. This study examines the influence of tabletop roleplaying games on motivation to empathize. Participants played a short tabletop roleplaying game and then were asked to choose between describing and empathizing with refugee targets over a series of trials. There is a potential main effect of tabletop roleplaying games on motivation to empathize, but this main effect is absent when controlling for self-other-overlap. It appears that self-other-overlap influences motivation to empathize. However, this study was underpowered, and the main effect of roleplay may have been detected if more participants were involved. Thus, there is potential that tabletop roleplaying games may influence motivation to empathize, and future research should examine this while considering the limitations of this study.
Optimal foraging theory provides a suite of tools that model the best way that an animal will <br/>structure its searching and processing decisions in uncertain environments. It has been <br/>successful characterizing real patterns of animal decision making, thereby providing insights<br/>into why animals behave the way they do. However, it does not speak to how animals make<br/>decisions that tend to be adaptive. Using simulation studies, prior work has shown empirically<br/>that a simple decision-making heuristic tends to produce prey-choice behaviors that, on <br/>average, match the predicted behaviors of optimal foraging theory. That heuristic chooses<br/>to spend time processing an encountered prey item if that prey item's marginal rate of<br/>caloric gain (in calories per unit of processing time) is greater than the forager's<br/>current long-term rate of accumulated caloric gain (in calories per unit of total searching<br/>and processing time). Although this heuristic may seem intuitive, a rigorous mathematical<br/>argument for why it tends to produce the theorized optimal foraging theory behavior has<br/>not been developed. In this thesis, an analytical argument is given for why this<br/>simple decision-making heuristic is expected to realize the optimal performance<br/>predicted by optimal foraging theory. This theoretical guarantee not only provides support<br/>for why such a heuristic might be favored by natural selection, but it also provides<br/>support for why such a heuristic might a reliable tool for decision-making in autonomous<br/>engineered agents moving through theatres of uncertain rewards. Ultimately, this simple<br/>decision-making heuristic may provide a recipe for reinforcement learning in small robots<br/>with little computational capabilities.
Treatment log files for spot scanning proton therapy provide a record of delivery accuracy, but they also contain diagnostic information for machine performance. A collection of patient log files can identify machine performance trends over time. This facilitates the identification of machine issues before they cause downtime or degrade treatment quality. At Mayo Clinic Arizona, all patient treatment logs are stored in a database. These log files contain information including the gantry, beam position, monitor units (MUs), and gantry angle. This data was analyzed to identify trends, which were then correlated with quality assurance measurements and maintenance records.
In 2018, the United States generated 37.4 million more U.S. tons of paper and cardboard material compared to in 1960 (EPA, 2020). As the United States produces a disproportionate amount of packaging waste every year when accounting for population size, it has become increasingly difficult to mitigate waste production, lessen the environmental impact of generating more paperboard materials, and move towards a more ethical circular economy. In efforts to adopt the principles of a green economy, deviate from the linear supply chain model, minimize packaging waste, and encourage more sustainable lifestyles, we developed a business centered around a circular, service based model called Room & Cardboard. Our initiative collects cardboard waste generated in and around the ASU community and repurposes it for dorm-style furniture available for students to rent throughout the school year. Using cardboard, we have built prototypes for two products (desk lamps and shoe racks) that are sturdy, visually pleasing, and recyclable. Our initiative helps to reduce cardboard packaging waste by upcycling cardboard waste into products that will increase the lifespan of the cardboard material. At the end of the product’s life span, in cases of severe damage, we will turn the product into a seed board made with blended cardboard paste that can then be used to plant a succulent we will make available to students to buy as dorm decor. The feedback on our initiative through online surveys and in-person tabling has generated enough traction for Dean Rendell of Barrett, the Honors College at Arizona State University to consider a test-drive of our products in the upcoming Fall semester.
In 2018, the United States generated 37.4 million more U.S. tons of paper and cardboard material compared to in 1960 (EPA, 2020). As the United States produces a disproportionate amount of packaging waste every year when accounting for population size, it has become increasingly difficult to mitigate waste production, lessen the environmental impact of generating more paperboard materials, and move towards a more ethical circular economy. In efforts to adopt the principles of a green economy, deviate from the linear supply chain model, minimize packaging waste, and encourage more sustainable lifestyles, we developed a business centered around a circular, service based model called Room & Cardboard. Our initiative collects cardboard waste generated in and around the ASU community and repurposes it for dorm-style furniture available for students to rent throughout the school year. Using cardboard, we have built prototypes for two products (desk lamps and shoe racks) that are sturdy, visually pleasing, and recyclable. Our initiative helps to reduce cardboard packaging waste by upcycling cardboard waste into products that will increase the lifespan of the cardboard material. At the end of the product’s life span, in cases of severe damage, we will turn the product into a seed board made with blended cardboard paste that can then be used to plant a succulent we will make available to students to buy as dorm decor. The feedback on our initiative through online surveys and in-person tabling has generated enough traction for Dean Rendell of Barrett, the Honors College at Arizona State University to consider a test-drive of our products in the upcoming Fall semester.