54 research outputs found
Den strafferetlige bedømmelse af ministeransvaret i Minksagen:samspillet mellem kommissionsundersøgelser, den juridiske sagkundskab og Folketinget
How repeated time to event (RTTE) modelling of opioid requests after surgery may improve future post-operative pain management.
Title: How Repeated Time To Event (RTTE) modelling of opioid requests after surgery may improve future post-operative pain management Author: Rasmus Vestergaard Juul (1) Sten Rasmussen (2) Mads Kreilgaard (1) Ulrika S. H. Simonsson (3) Lona Louring Christrup (1) Trine Meldgaard Lund (1) Institution: (1) Dept. of Drug Design and Pharmacology, University of Copenhagen, Denmark (2) Orthopaedic Surgery Research Unit, Aalborg University Hospital, Denmark (3) Dept. of Pharmaceutical Biosciences, Uppsala University, Sweden Type: Poster: Drug/Disease modelling – CNSObjectives: Amount of opioid (eg. morphine) required by patients after surgery is often used as a surrogate measure for pain intensity in post-operative pain. However, the dynamic development of pain intensity over time is often ignored when investigating new analgesic treatments for post-operative pain1. This work included a Repeated Time to Event (RTTE) modelling2 approach of repeated opioid request in order to increase the understanding of pain breakthrough patterns in severe surgeries and improve patients’ pain management.Methods: 68 patients (F:45,M:23, Age:76±15) were included from a population receiving surgery after hip fracture at Orthopaedic Department, Aalborg University Hospital, Denmark during the period May-Dec 2012. Morphine administration times (estimated precision: ±5mins), formulations and doses were extracted from medical journals in the hospitalization period or until 96 hours after surgery. RTTE modelling was performed in NONMEM 7.2 with Pirana, PsN and Xpose- and ggplot2 libraries for R3,4. Weibull and Gompertz distributions were investigated as hazard models. Visual Predictive Check (VPC) of Kaplan Meier survival curves as well objective function value was used to evaluate the model fit.Results: A base RTTE model based on a Weibull distribution fitted the pooled data. However, VPCs showed that morphine request was not adequately described by the base models on all surgery types. This suggests that pain events do not occur in similar patterns in different surgeries. The developed RTTE model provide a base for investigation of surgery specific, drug concentration related, population specific and/or time-varying covariates of opioid requests and pain events.Conclusions: A framework has been developed based on RTTE modelling that may help improve future pain management by 1) Identification of surgery specific patterns in pain events and 2) Evaluation of concentration related effects of opioids.References:[1] McQuay et al. 2008. Br J Anaesth. 101(1):69-76 [2] Plan et al. 2011. J Pharmacol Exp Ther. 339(3):878-85[3] Keizer et al 2013. CPT Pharmacometrics Syst Pharmacol. 26;2:e50[4] Wickham 2009. ggplot2: elegant graphics for data analysis. Springer.<br/
Playing With Play Moods in Movement-based Design
New design approaches focus on the lived body's capacity for sensing, feeling, and creating (Loke & Robertson, 2011) are emerging in sport, health, game, play, and innovation. These approaches' engagement in physical movement and movement-based learning becomes focal for designing new practices, artifacts, and interaction designs for movement and movement-based learning games. In movement-based design, a playful mindset is a medium for creating movement, which unifies with the understanding of playfulness as a facilitator of creativity (Bateson & Martin 2013). Aspects of play are also recognised to lower performance anxiety, spurring creativity and conceptualising ideas (Segura et al., 2016). The paper takes a starting point in the triad of play (Skovbjerg, 2013) to state that play is more than an instrument for stimulating design insights but a meaningful practice of moods. Operationalising the triad of play, this paper aims to analyse how different play practices and play moods unfold in two movement-based design workshops. Further to discuss how this perspective of play practice and mood can provide recommendations for movement-based design. With a constructive research design approach, two movement-based design workshops are our cases of data generation. We generated data using video observation, interviews, and observation notes. We found different play media, practices, and moods by an analysis of the participants' actions and interactions. The analysis points out that the participant engages physical and playful in the play moods euphoria and devotion conducive to generation, exploration, and meaningfulness. The paper recommends taking the perspective of play moods as an intrinsic motivating value in play to engage the participant in a playful mood conducive to spontaneity, exploration, and generation. The paper also encourages designers to reflect on the play concepts of ludic (Rule-based activities) and paideia (spontaneously and free activities) when designing through movement-based design.</p
A New Authentic Cloud Dataset from a Production Facility for Anomaly Detection
As technology advances and modern Industry 4.0 solutions are becoming more widespread, the need for better-suited datasets is rising. The commonly used datasets for training machine learning focus on simple data of often publicly available information. Within the industry, there is only a handful of datasets publicly available to use. In this paper, we present a new authentic industrial cloud data (AICD) dataset collected from an actual operating pick-and-place machine handling items with variations in shape, size, and weight. The AICD dataset contains various analogue sensor values and states of the machine, collected from an existing cloud solution. Within the data, an error is present when the machine fails. Therefore, this dataset is suited for testing and developing predictive maintenance and anomaly detection algorithms to be used in the industry. Moreover, the paper also presents a baseline implementation as a performance indicator for future models
Exploring Movement-Modifier Facilitation in Movement-based Sports, Health, and Game Design
It can be daunting to ensure a movement flow that unleashes creativity when facilitating movement-based design activities that aim for play, games, sports, and technology domains. When incorporating movement in game design, it is vital to understand game and learning elements but equally movement and play elements because these are important motivational factors. To fully understand the play, sport, and physical activity aspects of movement-game design, we must investigate the world of physical activity and performance. As a part of the Erasmus+ project, MeCaMInD, the innovative design of Movement-Modifier cards was developed, intended as a tool in the facilitation process to engage participants in physical exploration, supporting, modifying, or tweaking movement-based design practices for an inclusive game and physical activity and performance design. The Movement-Modifiers is grounded in sports and health theories, creative design tools and methods. To harvest the Movement-Modifier’s tweaking creative potential, it is crucial to understand when and how to use them in the generative parts of a movement-based design process. Grounded in a phenomenological approach and based on a multiple case study, this paper explores how eight facilitators used the Movement-Modifiers to challenge and tweak the generative processes. The cases are 1) A two-day sports innovation camp for 80 K12 high school students, 2) A workshop on Inclusive exergame design with 15 participants at the Nordic Innovation Summit 2022, 3) A course teaching 65 sport bachelor students the creative acrobatic body performance design. Empirical data were generated using a combination of observations, video recordings, and interviews, and the phenomenological analysis was condensed into written facilitator narratives. We present Movement-Modifier facilitation strategies in three phases of movement-based design facilitation, illustrated on a continuum with the facilitator’s level of involvement on one axis and participation structure on the other. The facilitator’s role is multifaceted, and effective Movement-Modifier facilitation requires sensitivity, adaptability, and careful planning. The Movement-Modifiers should be seen as a tool to support the design process rather than the essence of it.It can be daunting to ensure a movement flow that unleashes creativity when facilitating movement-based design activities that aim for play, games, sports, and technology domains. When incorporating movement in game design, it is vital to understand game and learning elements but equally movement and play elements because these are important motivational factors. To fully understand the play, sport, and physical activity aspects of movement-game design, we must investigate the world of physical activity and performance. As a part of the Erasmus+ project, MeCaMInD, the innovative design of Movement-Modifier cards was developed, intended as a tool in the facilitation process to engage participants in physical exploration, supporting, modifying, or tweaking movement-based design practices for an inclusive game and physical activity and performance design. The Movement-Modifiers is grounded in sports and health theories, creative design tools and methods. To harvest the Movement-Modifier’s tweaking creative potential, it is crucial to understand when and how to use them in the generative parts of a movement-based design process. Grounded in a phenomenological approach and based on a multiple case study, this paper explores how eight facilitators used the Movement-Modifiers to challenge and tweak the generative processes. The cases are 1) A two-day sports innovation camp for 80 K12 high school students, 2) A workshop on Inclusive exergame design with 15 participants at the Nordic Innovation Summit 2022, 3) A course teaching 65 sport bachelor students the creative acrobatic body performance design. Empirical data were generated using a combination of observations, video recordings, and interviews, and the phenomenological analysis was condensed into written facilitator narratives. We present Movement-Modifier facilitation strategies in three phases of movement-based design facilitation, illustrated on a continuum with the facilitator’s level of involvement on one axis and participation structure on the other. The facilitator’s role is multifaceted, and effective Movement-Modifier facilitation requires sensitivity, adaptability, and careful planning. The Movement-Modifiers should be seen as a tool to support the design process rather than the essence of it
High-Dose Vitamin D Supplementation Significantly Affects the Placental Transcriptome
Vitamin D deficiency is a highly prevalent obstetrical concern associated with an increased risk of complications like pre-eclampsia, gestational diabetes, and growth retardation. Vitamin D status in pregnancy is also linked to long-term offspring health, e.g., the risk of obesity, metabolic disease, and neurodevelopmental problems. Despite the suspected role of vitamin D in placental diseases and fetal development, there is limited knowledge on the effect of vitamin D on placental function. Thus, we performed next-generation RNA sequencing, comparing the placental transcriptome from uncomplicated term pregnancies receiving the often-recommended dose of 10 µg vitamin D/day (n = 36) with pregnancies receiving 90 µg/day (n = 34) from late first trimester to delivery. Maternal vitamin D status in the first trimester was also considered. We found that signaling pathways related to cell adhesion, immune function, and neurodevelopment were affected, supporting that increased vitamin D supplementation benefits placental function in established pregnancies without severe vitamin D deficiency, also underlining the importance of vitamin D in brain development. Specific effects of the first trimester vitamin D status and offspring sex were also identified. Further studies are warranted, addressing the optimal vitamin status during pregnancy with a focus on organ-specific vitamin D needs in individual pregnancies
Mind the gap:The 4M Bridge Between 4E-Cognition and Movement-Based Design
Along with technology trends like extended reality, wearables, IoT, and exergames, new design approaches have emerged, focusing on full-body interactions by actively working with the lived body's capacity to sense, feel, and create. Thus, designers are recommended to use movement as part of the design activity when designing for and of movement, regardless of the targeted application domain. However, designing for bodily experiences is challenging. We have identified a gap of no movement-based design framework available, including the moving body as the centre part and core material of the design processes. We recognise the human body is more than a physical object in the world, but a feeling, perceptualising body, that creates meaning in interaction with the environment. It thus frustrates and challenges us to reach a bodily grounded design process embracing the lived body. A common framework informed by the theoretical aspect of embodied cognition and the practical element of movement design can be a starting point for embodied design research. Recognising these challenges, we see a need for creating a bridge between practice and theory. Based on the bridging concept from Dalsgaard and Dindler, this paper presents a movement-based design framework to bridge the abstract idea of embodied cognition theory with the 4E perspectives of embodied, embedded, enactive and extended and concrete movement-based design practices. We created a movement-based design framework structuring the movement-based methods of different perspectives. The 4M model we propose contains three types of facilitator-mediated methods: 1) Mood-setters stimulating a creative body being, 2) Movement-based design methods for creating immersion in creative bodily activities, and 3) Movement concepts as knowledge and evidence for developing and validating movement artefacts. Besides the facilitator cards, the participants have access to Modifiers that can be used in conjunction with the other methods as creative inspiration for exploring, trying, or performing new movement possibilities.</p
The Cre@tive Expedition for science literacy
Students experience the natural science subjects as lacking relevance in relation to their everyday lives. New solutions are needed to maintain students' interest in science subjects. Students' interests are closely linked to the experience of relevance and meaningfulness, which can be promoted by experiential learning with a high degree of student involvement. Students acquire knowledge and skills through practical experiments and scientific data collection and analyses, which can increase their interest in science and increase their science literacy. Citizen science projects involve the public in research, including the problem-definition and development phases. The current project is embedded in education science with the purpose of designing, testing, and evaluating innovative learning activities with the active involvement of students and teachers. These learning activities involve experiential learning and integrate participants' bodies, senses and physical activities, with the goal of increasing participants interest in science and developing their scientific literacy. By an exploratory and emerging process, which involved researchers, practitioner, and students, we created The Cre@tive Expedition. In The Cre@tive Expedition participants use their bodies and senses to solve tasks at the outdoor Active Living Laboratory. The concept is structured as an educational Escape Room designed for participants to problem-solve, collaborate, and be active and experimental. Until now, the concept has been tested in three settings, which has fueled the vision of the development of the Active Living Laboratory as a place where children, teens, and other citizens can engage with science, as well as scientists, and participate in experimenting through inspiring and physically active STEM learning activities. With a citizen science approach, we will explore and develop the involvement of students in all phases of the research project, which is currently in the initial development phase. Based on our participation in CitSci2022, we will further develop our involvement of the public in the research process and in the development of new ways of integrating the body, senses and physical activities through fun, inspiring, and challenging learning.</p
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