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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
181

Geographies of the Japanese Cultural Economy : Innovation and Creative Consumption / Geografier inom den Japanska kulturella ekonomin : Innovation och kreativ konsumtion

Nobuoka, Jakob January 2010 (has links)
What is the role of the consumer in the contemporary cultural economy? Where are culturaleconomy innovations and competitiveness created? This thesis aims to provide tentativeanswers to these questions by focusing on some illustrative examples from the Japanesecultural economy. However, rather than primarily describing firm strategies or industrialdynamics, emphasis is put on the places and practices of users. The thesis is based on a seriesof qualitative studies carried out between 2007 and 2009. In these studies various forms ofinteraction between consumption, innovation and space are highlighted. In the first article,media mix is analyzed. Media mix is the space in which media, images and narrativesinteract: a space where the user contributes to the introduction of new innovation into alreadyexisting concepts, and thereby, plays a crucial role in creating the mix. In the second article,the Akihabara district in Tokyo is analyzed. This is a place where consumers enable hightechnologyand popular culture to merge and where new trends and consumer cultures arecreated. In the third article, the mega event Comiket is analyzed. Comiket is a market foramateur artists involved in Japanese popular culture. It is a space where plagiarism andprovocation by mainstream Japanese popular culture are driving factors for creativity. Thethesis concludes by suggesting that the role of the consumer needs to be further emphasized inresearch on the cultural economy, as many users are active innovators, and create trends andpractices that shape global consumer cultures. / Japansk populärkultur har under de senaste årtiondena blivit väldigt uppskattadöver hela jorden. Manga (japanska serietidningar), anime (Japansk animeradfilm) och framförallt dataspel fascinerar, särskilt bland de yngre generationerna.Men var kommer då dessa kulturella uttryck ifrån och vem skapardem? Denna avhandling utforskar den kulturella ekonomins geografigenom att utifrån ett rumsligt perspektiv studera människor och platser somskapar, tolkar och utvecklar nya trender och produkter. I studien har fokusflyttats från etablerade produktutvecklare, företag och industriella drivkrafteroch tar med hjälp av tre separata artiklar sikte på att beskriva och tolkakopplingar mellan det rumsliga å ena sidan samt lärande och skapande åandra sidan. Avhandlingen har en tolkande ansats och baseras på kvalitativametoder som inspirerats av fenomenologin. Det empiriska materialet byggertill stor del på fältstudier som bedrivits i Japan under åren 2007-2009.Den första artikeln inleds med ett konstaterande av hur produktutvecklingsker inom den japanska leksaks- och spelindustrin. Idag är en vanlig metodför utvecklingen av berättelser att de sprids mellan olika former av medier.En mix av olika medier ger starka varumärken och trogna kunder. Samtidigtvisar studien att användaren är av central betydelse för skapandet av en helhetsupplevelse.Det är inte nödvändigtvis lisensägaren, en författare eller ettspecifikt företag som skapar produkternas konkurrenskraft. Istället är detmedia mixens sammantagna upplevelse som spelar en avgörande betydelseför användarna. Media mix möjliggör även att nya medier och berättelserkan introduceras av såväl företag som andra konsumenter.I den andra artikeln analyseras stadsdelen Akihabara i Tokyo som sedanlänge är känt som ett centrum för konsumtion av prylteknologi och hemelektronikmen som alltmer kommit att präglas av konsumtion av populärkulturi form av dataspel och anime-relaterade produkter. Akihabara är ettexempel på ett rum där kunskap och trender förmedlas och sprids; men ocksåskapas, utvecklas och förfinas. Platsen och dess användare spelar en avgöranderoll i dessa processer och konsumtion och konsumenternas handlingarär en grogrund för kulturella innovationer med konkurrenskraftiga kulturella uttryck. Artikeln ger därmed ett bidrag till diskussionen om innovativa miljöermed ett exempel som ligger långt bort från företagsparker och industriellakluster.Till sist, i en tredje artikel, analyseras Comik Market. Det är en mässa i Tokyoför manga där konstnärer i nära 40 år kunnat utväxla idéer, berättelseroch tekniker. Evenemanget har växt till en enorm happening där välkändastjärnor kan sälja sina varor bredvid helt okända nykomlingar. En viktigdrivkraft för skapandet är plagiat av redan etablerade och populära serier ochgenrer. Ofta är berättelserna provokativa och utmanande. Parallellt med seriernapågår dessutom utvecklandet av en besläktad populärkultur kallad cosplay.Vem som helst kan klä ut sig till sin favoritfigur och visa upp sig fördeltagarna. Skapandet och leken på mässan ger efterverkningar inom denjapanska kulturella ekonomin men avknoppas även utanför Japan. Idag finnsmånga liknande mässor runt om i världen där nya konsumenter och kreatörermöts och skapas. Artikeln är ett exempel på den event-baserade ekonominsom kräver spektakulära händelser för sin överlevnad. Samtidigt är det kreatörernasjälva som skapar och driver mässan trots etablerade mediakonglomeratoch myndigheter.På detta sätt ger avhandlingen uttryck för ett angreppssätt inom samhällsvetenskapendär kulturella och ekonomiska processer samspelar. Rumslighetenses som en avgörande komponent för skapandet av kulturella innovationer.Där masskulturen utvecklas, utvecklas också masskonsumtionen. De rumsom artiklarna belyser har därigenom en indirekt betydelse för den kulturellaindustrins konkurrenskraft. Dessutom, vid sidan av storföretagens mångmiljoninvesteringar och reklamjippon, framträder idag konsumenterna sombetydelsefulla innovatörer inom de kulturella näringarna. En av anledningarbakom detta är att värdet av kulturella produkter styrs av tillfälliga faktorersåsom trender och hajpar. Kunskap odlas och nytänkande frodas i utprägladekonsumtionskulturer och bland fans och kreativa konsumenter finns oftakärnan till många framgångsrika produkter. På detta sätt bidrar avhandlingentill förståelsen av samtidens kulturella ekonomi samt dess koppling till rummetoch konsumenten. Avhandlingen argumenterar därmed att forskningenpå kulturella näringar i högre grad bör uppmärksamma konsumenterna somaktiva kreatörer och värdeskapare. / 日本の文化経済に関する地理学的考察:イノベーションと創造的消費に着目して今日、日本のポップカルチャーはますます世界中で親しまれるようになった。マンガやアニメ、特にデジタル・ゲームは若者を中心に人気を集めている。日本文化の世界的展開を前にして、西欧諸国の人々が以下のような関心を抱くことも自然であろう。これらの文化的表現は一体どこで生まれ、また、誰によって制作されているのか。本研究の目的は文化経済の地理的現象について、新たなトレンドや製品を生み出し、解釈し、そして発展させる人々およびその空間について探求することである。もっとも、ここでは、定評のある作家・クリエーターや製品開発者、企業、さらには産業動態といった、一般的に文化経済研究において注目される観点に重きを置いていない。本研究を構成する三つの論考において、特定の空間と商取引や学習、創造性、革新性との関係を描き、検証することを課題としている。その方法として、解釈的アプローチ並びに現象学より着想を得た定性的分析を採用した。分析データについては、主に2007年から2009年の間に日本において行ったフィールドワークより収集したものを用いている。第一論文では、日本の玩具およびゲーム産業における製品開発を題材としている。物語や映像を展開する手段として、それらを様々なメディア形態へと配信していくことが一般的である。メディア媒体の混合を通じて、ブランドを創出し、根強い顧客を確保していく。西欧諸国において人気の高い二つの日本のキャラクターを検証して明らかとなったことは、メディア・ミックスの全体性を作り出す際の製品ユーザーの重要性である。その役割は必ずしも製品競争力に直結するようなライセンス取得者や作家・クリエーター、もしくは特定の企業であるとは限らない。むしろ、連結された体験こそがユーザーにとって重要である。新たな映像や物語が取り込まれるにつれてメディア・ミックスは発展する。その強さを促進する原動力はしばしばユーザーの手中にある。第二論文では東京都秋葉原を分析地域とした。この地域は家電製品やハイテク機器の商店が立ち並ぶ日本有数の電気屋街として知られている。近年では、デジタル・ゲームやマンガに関連した商品など、大衆文化の一大消費拠点でもある。秋葉原が知識やアイディアを交換する空間へと変化した結果、流行ならびに新たな文化的現象が創出され、評価され、そして発展していく場となっている。この過程において、秋葉原という特定の空間とその人々こそが重要であり、消費および消費者の諸活動が文化的イノベーションと競争力のある文化的表現を育てる。従って、本論考は、一般的なビジネスパークや産業クラスターの諸研究とは異なる観点からの、イノベーションおよびクリエイティブ・ミリュー論への貢献と位置づけられよう。第三論文ではコミックマーケットを分析対象としている。コミックマーケットは、参加者達のアイディアや物語、専門的技法といった情報交換の場として40年もの間に進化を遂げてきた。著名な作家・クリエーターにとって、本イベントは新たな読者・愛好家へと作品を広めるような開放的な空間をもつ大規模な催しへと発展した。そこで展示もしくは頒布される同人誌は挑発的であり挑戦的でもある。また、「コスプレ」を代表として、その他の多くの文化的現象も見られる。本イベントにおける創造的活動や遊びは、しばしば日本の文化経済に影響を与えるような新たなトレンドの契機となる。世界中にも消費者とクリエーターが出会い、触れ合うような同様のイベントは少なくない。本稿の事例は、大々的な催しを必要とするような、イベントを基礎とした経済活動の一例である。他方で、関連省庁やメディア・コングロマリットとは異なるような、ボトムアップ型で成功的に発展してきた文化経済の制度的催しの一例ともいえよう。以上のように、本研究では文化と経済過程の関係が相互的かつ互恵的となるような社会科学のアプローチを提示している。特定の場とユーザーは、大衆消費が確立され、大衆文化が発展するような空間において、文化的イノベーションを生み出す上で最も重要な役割を果たしている。従って、これらの空間は文化産業の競争力を間接的に左右している。今日、有力企業による大規模投資や高額な展示方法などに続き、消費者は文化経済の鍵となるイノベーターとして認識されよう。その理由の一つとして、文化的商品の価値が流行や誇張された宣伝のような偶然的要因によって決定される点と無関係ではない。これらはファンと創造的な消費者が有する独特の消費文化の中で開花することが多い。本稿が探求してきた点は、この消費と空間、延いては現代文化経済の理解についてである。文化産業に関する今後の研究は、制作プロセスに関与する積極的な主体として、ますます消費者に着目する必要があろう。
182

Von Mondfeen und Yumi

Reinhold, Martina 19 December 2009 (has links) (PDF)
Shao, die Mondfee, schwebt durch den Raum, um den Ninja-Kämpfer Naruto zu treffen. Zwei unzertrennliche Katzendamen umschmeicheln Emma, das zarte Dienstmädchen aus viktorianischer Zeit. Unter den wachsamen Augen einer Krankenschwester im Minikleid versucht der Vampir vergeblich, sich zwischen Bücherregalen zu verstecken... In eine so eigenwillige wie faszinierende Szenerie kann man nicht nur auf der Buchmesse geraten. Seit November 2008 begegnen sich diese Charaktere auch ab und zu in der medien@age. Die Manga-Lounge, ein neu gestalteter Teilbereich der Dresdner Jugendbibliothek, ist zum Magneten für Fans japanischer, koreanischer und chinesischer Comic- Serien geworden.
183

Refiguring Indexicality: Remediation, Film, & Memory in Contemporary Japanese Visual Media

Villot, Janine Marie 01 January 2013 (has links)
Through an analog between film and memory, I argue contemporary Japanese visual media constantly remediates this relationship in order to develop a more inclusive, plastic indexicality that allows media without direct material contiguity access to an indexicality not typically attributed to it. Amidst the early twenty-first century shift from old, mechanical media to new, electronic media, each Japanese text engages the West through intercultural discourses and intracultural responses, just as Japan has continually encountered the West since its forced opening by Commodore Perry in 1853. The plasticized indexicality figured by contemporary Japanese visual media implies the plastic nature of abstracted referents such as memory. I examine these issues through three texts, each representing three different contemporary Japanese visual media forms: the live-action film, After Life (Kore-eda Hirokazu, 1998), the anime film, Millennium Actress (Satoshi Kon, 2003), and the manga, Black Butler (Yana Toboso, 2006-ongoing). Each text remediates film and memory as analogs in ways particular to their own medium to refigure indexicality as inclusive of their own medium, revealing a cultural discourse wherein contemporary Japanese visual media engage with abstracted realities such as memory. By plasticizing and abstracting the index through its remediation of film and memory, contemporary Japanese visual media reveal visual media's, especially anime's and manga's, ability to relate to culture. Their refigured index is inclusive of all visual media, allowing each the opportunity to index subjective memory and experience. After Life introduces this possibility by privileging its memory-film recreations as a higher fidelity index to memory than documentary, though documentary's remediation informs this index. Both Millennium Actress and Black Butler extend After Life's inclusive possibilities to suggest that their painterly realities are not divorced from reality, but rather representative of its decentered reception as subjective experience and memory. As media technology extends human beings, through new media such as the internet, it also abstracts us from certain material interactions such as reading paperback books or speaking to friends rather than texting them. Contemporary Japanese visual media suggest that as old media make way for new media, we should readjust our preconceptions about media's relations to culture, for as our world becomes digitized, even animated, the painterly realities found in film, anime, and manga bear more relevance than ever to how we construct our worlds, inside Japan and across the world.
184

Japanization? : Japanese Popular Culture among Swedish Youth

Lindell, Johan January 2008 (has links)
Japanese presence on the global cultural market has steadily been increasing throughout the last decades. Fan-communities all over the world are celebrating the Japanese culture and cultural identity no longer seems bound to the local. This thesis is an empirical study which aims to examine the transnational flow of Japanese popular culture into Sweden. The author addresses the issue with three research questions; what unique dimensions could be ascribed to Swedish anime-fandom, what is appealing about Japanese popular culture and how is it influencing fan-audiences? To enable deeper understanding of the phenomenon, a qualitative research consisting of semi-structured telephone-interviews and questionnaires, was conducted with Swedish fans of Japanese popular culture. The results presented in this thesis indicate that the anime-community in Sweden possesses several unique dimensions, both in activities surrounding Japanese popular culture and consumption and habits. Japanese popular culture fills a void that seems to exist in domestic culture. It is different, and that is what is appealing to most fans. Anime and manga have inspired fans to learn about the Japanese culture, in some cases, Japanese popular culture has in a way “japanized” fans – making them wish they were born in Japan.
185

The Responses of Fifth Graders to Japanese Pictorial Texts

Sakoi, Junko January 2015 (has links)
This study explores the responses of twelve fifth graders to Japanese pictorial texts - manga (Japanese comics), anime (Japanese animations), kamishibai (Japanese traditional visual storytelling), and picture books - and their connections to Japanese culture and people. This study took place Cañon Elementary School in Black Canyon City in Arizona. The guiding research questions for this study were: How do children respond to Japanese pictorial texts? and What understandings of Japanese culture are demonstrated in children's inquiries and responses to Japanese pictorial texts? The study drew on reader response theory, New Literacy Studies, and multimodality. Data collection included participant-observation, videotaped/audiotaped classroom discussions and interviews, participants' written and artistic artifacts, ethnographic fieldnotes, and reflection journals. Results revealed that children demonstrated four types of responses including (1) analytical, (2) personal, (3) intertexual, and (4) cultural. These findings illustrate that the children actively employed their popular culture knowledge to make intertextual connections as part of meaning making from the stories. They also showed four types of cultural responses including (1) ethnocentrism, (2) understanding and acceptance, (3) respect and appreciation and valuing, and (4) change. This study makes a unique contribution to reader response as it examines American children's cultural understandings and literary responses to Japanese pictorial texts (manga, anime, kamishibai, and picture books).
186

Manliga hjälteideal : En jämförande studie av amerikanska Comics och japansk Manga / Ideals of Male Heroes : A Comparative Study of American Comics and Japanese Manga

Marcusson, Sophia January 2014 (has links)
No description available.
187

Metaphor and Metonymy Related to the Concept of Anger in the Television Series Teenage Mutant Ninja Turtles / Metaforer och metonymier relaterade till begreppet ilska i tv-serien Teenage mutant ninja turtles

Hermansson, Marleen January 2018 (has links)
This study explores uses of metaphor and metonymy related to the concept of anger in the American television series Teenage Mutant Ninja Turtles from 2012. The theoretical framework of the study is Conceptual Metaphor Theory. The data consists of metaphors and metonymies in the verbal and the pictorial mode. The pictorial data are visual expressions of the type called pictorial runes. In both modes, the underlying conceptual metaphors are identified, and the results are then compared between modes. The main finding is that the verbal mode contains a greater variety of metaphorical expressions. Explanations suggested for differences found between modes are: different technical possibilities of the two modes; universality in the pictorial mode and language specific metaphors as well as universal ones in the verbal mode; a connection of pictorial and verbal data respectively to different genres within the series; and the different narrator roles between the two modes.
188

The loss of meaning in the translation of Shōnen manga : A comparative analysis of the character impressions between the English and Japanese versions of Dragon Ball

Taylor, Nicholas January 2018 (has links)
The aim of this study is to analyze whether or not the translation of shōnen manga, a subset of Japanese comics, cannot be done into English while maintaining the complete original intent and meaning of the work in its source language. This was done through a survey asking both native Japanese speakers and non-native Japanese speakers to compare panels from both the Japanese and English versions of the manga Dragon Ball, and through their responses strengthening the hypothesis that the inherent meaning between the two versions did indeed end up feeling different. The main differences cited were based partly on yakuwarigo, so-called "role language", and that there were inherent implications in the Japanese speech patterns that were not accurately conveyed in the English translation, thereby leading to some loss of context between the two versions, making the impressions of the characters differ in some areas. Hence, the results of this study accentuate that some aspects of Dragon Ball will be lost in translation.
189

Caracterização morfocultural e molecular de Colletotrichum spp. associados a antracnose em manga, mamão e goiaba /

Stracieri, Juliana. January 2015 (has links)
Orientador: Antonio de Goes / Coorientador: Hélida Mara Magalhães / Banca: Rita de Cassia Panizzi / Banca: Luciana Rossini Pinto / Banca: Viviani Vieira Marques / Banca: Rubens Pazza / Resumo: O Brasil é o terceiro maior produtor mundial de frutas, com mais de 40 milhões de toneladas anuais, e uma área plantada em torno de três milhões de hectares. Entretanto, esse setor ressente-se de problemas complexos, de natureza diversa, como os de ordem fitossanitária, dentre eles, destaca-se a antracnose, causada por fungos do gênero Colletotrichum. As perdas resultantes desta doença dão-se em pré e pós-colheita, podendo chegar a 90% de prejuízo dependendo das condições ambientais e do manejo adotado. Nas frutíferas tropicais o Colletotrichum gloeosporioides é descrito com maior frequência, como agente causal da antracnose, porem estudos recentes demonstram que nem sempre apenas essa espécie é a responsável pela doença. De um modo geral, os patógenos descritos em associação com o complexo de sintomas de antracnose em frutas são classificados Colletotrichum gloeosporioides e Colletotrichum acutatum. Estudos recentes demonstram que nem sempre os critérios adotados para a classificação da espécie do patógeno associado aos sintomas são os adequados. Com isso, para maior precisão e clareza é fundamental o estudo completo desses patógenos, envolvendo analises simultâneas das caracteristicas morfoculturais e moleculares / Abstract: Brazil ranks third among the largest fruit producers in the world with more than 40 million tons per year and a planted area of about three million hectares. However, this sector has complex problems of different nature, such as plant diseases and among them, anthracnose. This disease is caused by fungi of the Colletotrichum genus. Losses resulting from this disease happen pre- and post-harvest, reaching 90% of damage depending on environmental conditions and management adopted. Colletotrichum gloeosporioides is described most often as the causal agent of anthracnose in tropical fruits; however, recent studies have shown that this is not always the case. In general, the pathogens described in connection with the complex symptoms of anthracnose in fruits are classified either as Colletotrichum gloeosporioides or Colletotrichum acutatum. But, recent studies have shown that the criteria adopted to classify the pathogen species associated with the symptoms are not always the most appropriate. Thus, simultaneous analysis of morphocultural and molecular characteristics are necessary to classify these pathogen species more accurately / Doutor
190

Caracterização da variabilidade de genes relacionados ao desenvolvimento muscular, fertilidade e temperamento em equinos da raça mangalarga /

Arneiro, Lidia Carolina Meira. January 2011 (has links)
Resumo: Em mamíferos, incluindo os eqüinos (Equus caballus), o gene protein kinase, AMP-activated, gamma 3 non-catalytic subunit (PRKAG3) encontra-se relacionado ao desempenho muscular, os genes cysteine-rich secretory protein 1 (CRISP1) e spermatogenesis associated 1 (SPATA1) à fertilidade de machos e os genes 5-hydroxytryptamine (serotonin) receptor 1A (HTR1A) e solute carrier family 6 (neurotransmitter transporter, serotonin), member 4 (SLC6A4) ao temperamento. Os objetivos deste trabalho foram a padronização de metodologia alternativa de genotipagem por PCR-RFLP dos SNPs AY_376689:c.773C>T, AJ_315378:c.110A>G e AB_264325:c.771G>C dos genes eqüinos PRKAG3, CRISP1 e HTR1A, respectivamente, bem como a caracterização em cavalos da raça brasileira Mangalarga destes e de outros polimorfismos, o AAWR_02017454:g.121684T>C do gene SPATA1 e o AB_098561:c.1470G>A do gene SLC6A4, a fim de promover o embasamento necessário para futuras pesquisas visando associação entre marcadores de DNA e características de interesse na raça. Foram utilizados 151 animais Mangalarga, de ambos os sexos e de idades variadas, representativos da população do Estado de São Paulo. O método de PCR-RFLP mostrou-se adequado para a genotipagem dos SNPs AY_376689:c.773C>T do PRKAG3, AJ_315378:c.110A>G do CRISP1 e AB_264325:c.771G>C do HTR1A. Entretanto, os polimorfismos do PRKAG3 e CRISP1 provavelmente não ocorrem na Mangalarga, impossibilitando estudos de associação com os marcadores. As estimativas dos parâmetros genético-populacionais obtidas para o polimorfismo AAWR_02017454:g.121684T>C do gene SPATA1 na amostra estudada demonstraram a possibilidade de realização de pesquisas visando a sua associação com fertilidade de machos. As mesmas estimativas obtidas para os polimorfismos AB_264325:c.771G>C do HTR1A e o AB_098561:c.1470G>A do SLC6A4 desencorajam a realização de pesquisas visando suas associações à características relacionadas ao temperamento / Abstract: In mammals, including the equine (Equus caballus), the protein kinase, AMP-activated, gamma 3 non-catalytic subunit (PRKAG3) gene is related to muscular development, the cysteine-rich secretory protein 1 (CRISP1) and spermatogenesis associated 1 (SPATA1) genes are related to male fertility and the 5-hydroxytryptamine (serotonin) receptor 1A (HTR1A) and solute carrier family 6 (neurotransmitter transporter, serotonin), member 4 (SLC6A4) genes are related to temperament. The aims of the present study were to propose an alternative genotyping method for the AY_376689:c.773C>T, AJ_315378:c.110A>G and AB_264325:c.771G>C SNPs of the equine PRKAG3, CRISP1 and HTR1A genes, respectively, as well as the characterization in Mangalarga Brazilian breed horses of these and other polymorphisms, the AAWR_02017454:g.121684T>C of the SPATA1 gene and the AB_098561:c.1470G>A of the SLC6A4 gene, in order to provide the necessary basis for future research towards associating the DNA markers and traits of interest in this breed. For this, 151 Mangalarga animals were used, from both sexes and random ages, representing the São Paulo state population. The PCR-RFLP methodology was found to be adequate for the genotyping of the SNPs AY_376689:c.773C>T of the PRKAG3, AJ_315378:c.110A>G of the CRISP1 and AB_264325:c.771G>C of the HTR1A. Nevertheless, the PRKAG3 and CRISP1 polymorphisms probably do not occur in Mangalarga, making it impossible the association studies with these markers. The estimative of the population genetic parameters obtained for the AAWR_02017454:g.121684T>C polimorphism of the SPATA1 gene in the sample studied showed the possibility of carrying out research towards its association with male fertility. On the other hand, the same estimatives obtained for the polymorphisms AB_264325:c.771G>C of the HTR1A and AB_098561:c.1470G>A of the SLC6A4 discourage research towards their association to traits related to temperament / Orientador: Marcílio Dias Silveira da Mota / Coorientador: Rogério Abdallah Curi / Banca: Humberto Tonhati / Banca: Evaldo Antonio Lencioni Titto / Mestre

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