849 research outputs found

    AHC Interview with Lore Lizbeth Waller

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    Lore Lizbeth Waller, 2003The photographer Lore Lizbeth Waller was born in 1918 in Vienna, Austria. She attended the prestigious “Schwarzwaldschule” and studied photography in Vienna. After the Anschluss to Nazi Germany in 1938 Lore moved with her mother and younger sister to their relatives in Czechoslowakia. With the help of her mother’s friend she was able to obtain a permit as a domestic servant in England. She left for England in March of 1939. After the war she worked for the Civil Censorship Division (CCD) in post-war Germany and got a position as a photographer for “Stars and Stripes”. In 1952 she moved with her husband to the United States. The author lives in California.Austrian Heritage CollectionSee also Lore Waller's memoirs "View from a Distance" in the LBI library (DS 135 A93 W35 1993

    The optimisation of RNA extraction from corpus cavernosum for the analysis of physiological pathways involved in erectile dysfunction

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    Erectile dysfunction (ED), defined as the inability to attain or maintain a penile erection for sexual intercourse, can be caused by a severe medical condition (e.g. diabetes or prostate cancer treatment). Currently, 40% of ED patients do not respond to non-invasive treatment (i.e. Viagra). They are assigned to more invasive options, such as inflatable penile prosthesis (IPP) surgery. Therefore, the search for new potential therapeutic targets to help these refractory ED patients is highly required. However, before this search can start, good quality of corpus cavernosum (CC) RNA must be provided. Therefore, we aim to optimise RNA extraction from biobank-stored CC, which have never been done before according to our knowledge. Hypothesis - The biobank-stored CC samples are still of sufficient quality and quantity for downstream applications and further analysis of the pathophysiological pathways involved in ED

    Demystifying Stuttering Lore

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    Stuttering is an extremely complex and often misunderstood disorder. Marcel Wingate has been a prolific author in the area of fluency disorders for over 40 years. The primary aims of his book, Foundations of Stuttering, are to debunk prevailing lore about the disorder of stuttering and to present evidence that supports stuttering as a disorder of speech control. To this end, common misperceptions about stuttering are highlighted and extensive literature reviews have been undertaken and, importantly, the stance presented in the book is supported by recent neuroimaging investigations that have demonstrated neural correlates for stuttering (e.g., Fox et al., 2000; Ingham, Fox, Costello Ingham, & Zamarripa, 2000; Sommer, Koch, Paulus, Weiller, & Buchel, 2002). The author emphasises that the study of stuttering must be approached from a reference point of what is known about speech and its production. The book is divided into four parts and within each section are a number of chapters pertaining to particular themes. At the end of each chapter is a useful and concise summary.No Full Tex

    The optimisation of RNA extraction from corpus cavernosum for the analysis of physiological pathways involved in erectile dysfunction

    No full text
    Erectile dysfunction (ED), defined as the inability to attain or maintain a penile erection for sexual intercourse, can be caused by a severe medical condition (e.g. diabetes or prostate cancer treatment). Currently, 40% of ED patients do not respond to non-invasive treatment (i.e. Viagra). They are assigned to more invasive options, such as inflatable penile prosthesis (IPP) surgery. Therefore, the search for new potential therapeutic targets to help these refractory ED patients is highly required. However, before this search can start, good quality of corpus cavernosum (CC) RNA must be provided. Therefore, we aim to optimise RNA extraction from biobank-stored CC, which have never been done before according to our knowledge. Hypothesis - The biobank-stored CC samples are still of sufficient quality and quantity for downstream applications and further analysis of the pathophysiological pathways involved in ED

    Lore of Running

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    This updated version of Lore of Running covers everything runners, trainers, and coaches want to know about running from physiology, training, and history to health and medical considerations. Author Timothy Noakes, himself a runner, research scientist, and physician, presents comprehensive information that is firmly based on science but written in a down-to-earth way that every layperson can understand. Part I of Lore of Running explores the physiology of running. In Part II, Noakes considers all aspects of training for running. Part III, Health and Medical Considerations, provides complete information about recognizing avoiding and treating injuries.https://openprairie.sdstate.edu/prairiestriders_pubs/1207/thumbnail.jp

    Family Lore and Believability in Historical Fiction

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    This thesis began with a story of family lore about life at the Manhattan Project plant site at Oak Ridge, Tennessee. The artist\u27s statement tells the story of lore passed down from grandmother to granddaughter during a road trip. As the family lore was written down on the page, the question of how to write believable historical fiction arose. Limitations in the research showed gaps in the narrative that the author needed to fill in. The critical theory paper evaluates how those research gaps can be used as opportunities for the craft of writing to bring this family story to life. Finally, the application of the research and family lore meet in the creative manuscript, Oak Ridge

    How it actually works: Algorithmic lore videos as market devices

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    On YouTube, self-styled algorithmic experts claim to know how algorithms “actually work.” However, their knowledge is largely speculative. Developing recent work that pays attention to algorithmic expertise, I argue that algorithmic lore videos are “market devices” which are economically productive for the platform in four ways: they (1) legitimize platform narratives of algorithmic objectivity, (2) teach creators how to calculate the value of content and format it according to platform metrics, (3) encourage creators to build and govern audiences, and (4) justify continued content production even when it does not pay off for creators. Thus, despite claiming to describe “how the algorithm actually works,” algorithmic lore videos are performative; by teaching creators how to understand and act in the platform economy they do important work to bring the platform’s “visibility markets”—its labor market of content creators engaging in content production and its goods market of content to be watched—into being

    „Game lore” — dodatek, podstawa i „granica” supersystemów

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    The term “game lore” does not have its exact equivalent in Polish. However, it remains an important manifestation of the reception of computer games. It is also an example of how computer games are initiated or supplemented by entertainment systems operating in the field of popular culture. Research on game lore can provide information that parts of the tradition of man living in times dominated by digital technology, continues to perpetuate and update, and why these, and not others. Basically, one can distinguish three main types of game lore. The first — as a complement to the entertainment superstructure — concerns cases when game developers reach the known universe (for example LOTRO) — and develop the ideas of the author (J.R.R. Tolkien). The second — as the basis of the new supersystem — is associated with the original ideas of programmers who create a new universe (for example, the Warcraft series, The Elder Scrolls). The third example — connect-ed with the evolution of the new universe and the supersystem in new and autonomous lore (for example League of Legend).The term “game lore” does not have its exact equivalent in Polish. However, it remains an important manifestation of the reception of computer games. It is also an example of how computer games are initiated or supplemented by entertainment systems operating in the field of popular culture. Research on game lore can provide information that parts of the tradition of man living in times dominated by digital technology, continues to perpetuate and update, and why these, and not others. Basically, one can distinguish three main types of game lore. The first — as a complement to the entertainment superstructure — concerns cases when game developers reach the known universe (for example LOTRO) — and develop the ideas of the author (J.R.R. Tolkien). The second — as the basis of the new supersystem — is associated with the original ideas of programmers who create a new universe (for example, the Warcraft series, The Elder Scrolls). The third example — connect-ed with the evolution of the new universe and the supersystem in new and autonomous lore (for example League of Legend)
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