53 research outputs found

    Muroir

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    Esquisse d'une fuite

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    Dans l'anonymat...

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    il y a ceux...

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    Species Differences

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    ABSTRACT The metabolism of p-(cyclopropylcarbonyl)phenyll '4Clacetic aci

    Epidemiology of hepatitis viruses among hepatocellular carcinoma cases and healthy people in Egypt: A systematic review and meta-analysis

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    Liver cancers are strongly linked to hepatitis B virus (HBV) and hepatitis C virus (HCV). Egypt has the highest prevalence of HCV worldwide and has rising rates of hepatocellular carcinoma (HCC). Egypt's unique nature of liver disease presents questions regarding the distribution of HBV and HCV in the etiology of HCC. Accordingly, a systematic search of MEDLINE, ISI Web of Science, ScienceDirect and World Health Organisation databases was undertaken for relevant articles regarding HBV and HCV prevalence in Egypt among healthy populations and HCC cases. We calculated weighted mean prevalences for HBV and HCV among the populations of interest and examined differences in prevalence by descriptive features, including age, year and geographic region. Prevalences for HBV and HCV were 6.7% and 13.9% among healthy populations, and 25.9% and 78.5% among HCC cases. Adults had higher prevalences of both infections (Adult HBV = 8.0%, Child HBV = 1.6%; Adult HCV = 15.7%, Child HCV = 4.0%). Geographically, HBV was higher in the south, whereas HCV was greater in the north (North HBV = 4.6%, South HBV = 11.7%; North HCV = 15.8%, South HCV = 6.7%). Among HCC cases, HBV significantly decreased over time ( p = 0.001) while HCV did not, suggesting a shift in the relative influences of these viruses in HCC etiology in Egypt. Our results highlight large amounts of heterogeneity among the epidemiological factors associated with liver disease in Egypt and underscore the necessity of an integrated strategy for the successful prevention of viral hepatitis infections and chronic liver disease. © 2008 Wiley-Liss, Inc.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/61320/1/23937_ftp.pd

    Création d'images numériques : esthétique du temps japonais et méthodologie de perfectionnement tirée des arts martiaux traditionnels japonais

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    Ce projet se formule en double recherche; d'une part sur les aspects du temps de l'esthétique picturale japonaise et, d'autre part, sur la transposition de systèmes d'apprentissage, tirés des arts martiaux traditionnels japonais en tant que voie praticable de perfectionnement de l'artiste numérique. La culture japonaise et celle occidentale moderne et contemporaine se rencontrent sous forme d'un dialogue et se déconstruisent dans la création d'images numériques. En mettant en pratique des éléments de philosophie asiatique telle que la sagesse, l'artiste élabore une méthodologie d'apprentissage constante au sein d'un processus créatif visant la recherche de qualité au quotidien et de perfectionnement à long terme. Il fait ensuite la présentation de ses créations numériques reprenant les thématiques temporelles et martiales japonaises et y fait les liens avec ladite recherche

    Gaining New Insights into Professional Knowledge in Digital Game Art by Taking a Design Perspective

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    Although artists contribute a great deal to what digital game players see on the screen, there is a marked absence in the literature of direct studies of artists working in digital game development. We stress the need to understand these artists’ professional knowledge in a rich and contextualized manner, and beyond technical expertise. In this paper, we describe the design process carried out by an experienced technical artist during game preproduction. We report findings gained through ethnography/shadowing at the Montreal-based Red Barrels studio. We refer to pragmatist and constructivist theories of professional design practice to make sense of its reflective, collaborative, situated, and transactional aspects. This paper draws conclusions on three ideas: (1) the benefits of using design theory to examine design-like reflective skills in game art practice; (2) the utility of qualitative methods to construct a thorough, holistic, and contextualized understanding of professional practice, and (3) how a richer, more elaborate understanding of ‘design’ in game development points to a need for further research on the sociocultural aspects of game experience design
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