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Bacterial interaction in hide biodeterioration with special reference to selected Clostridium speciesThompson, Gillian Ann January 1995 (has links)
Animal hides are the basic raw material of the leather industry and they undergo rapid putrefaction unless "cured". This study investigated the role and interactive effects of three selected bacteria, Pseudomonas aeruginosa. Clostridium histoly ticum and Clostridium sporogenes in in-situ cattle hide degradation using a model system set up for the purpose. The system consisted of 3cm diameter hide pieces contained in sealed jars and sterilised by ethylene oxide to remove resident microbes and inactivate autolytic tissue enzymes. The inocula were prepared either as individual cultures or as combinations of two inocula or all three inocula. Degradative changes during storage at 30°C were measured for up to 8 days using ten different parameters. Initial trials confirmed that the selected inocula were readily isolated from raw hides and could outcompete resident populations to produce putrefactive decomposition. Growth rates and enzyme profiles of the organisms and the effects of nutrients and reductants on their relative denaturative effects were used to standardise the system. Trials on the effects of ethylene oxide indicated the suitability of the method for hide and collagen sterilisation. The findings of in-situ trials with the selected inocula confirmed previous studies of protein putrefaction in that a bacterial succession was evident involving aerobic proteolytic bacteria, micro-aerophilic proteolytic bacteria and strictly anaerobic amino acid degrading bacteria. However, this study showed that the micro-aerophilic collagenase producing C. histolyticum degraded hides at a far greater rate when inoculated on its own than when in the presence of either or both of the other two inocula. It also demonstrated a bacterial antagonism between the two clostridia in which C. sporogenes prevented degradative changes occurring for up to 4-6 days possibly due to cysteine production by C. sporogenes. These findings have implications for hide preservation since maintenance of aerobic conditions and suppression of spore outgrowth could be used to delay growth of collagenase producing clostridia. The use of C. sporogenes as a biocontrol agent is also postulated. The model system was also used to examine salted hides during storage and these studies indicated that Halobacteriaceae do not produce collagenase but that inadequately salted hides could possibly be subject to degradation by delsulfovibrios.
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Evaluation of two indigenous South African sheep breeds as pelt producersCampbell, Louisa Jacoba 19 July 2007 (has links)
Although the Afrikaner and Black-headed Persian were used in several previous studies for upgrading with Karakul rams, this study looked at how fast progress could be made to produce good quality marketable pelts as well as producing ewe material to increase Karakul ewe numbers. Market requirements have also changed in the past years. After three generations of upgrading it was found that, especially in colour inheritance, faster progress was made as in previous studies with just a small percentage of spotted animals (1.3 % in the F₃-generation). All economic important pelt traits (pattern, hair quality, texture, lustre and curl type) improved significantly from the F₁ to the F₃ generation and it compares well with the control group (pure bred black and white Karakul). The type of rams that gave the best results with upgrading, were the less developed type with good hair quality and good pattern forming characteristics (watered-silk and shallow watered-silk). Pelt types improved from the F₁ which were under average and of poor quality to higher quality pelts which received above average prices on auctions for the F₂ and F₃ generations. It appears that the Afrikaner and Black-headed Persian can both be used with success in an upgrading program, all depending on what colour breeding (black or white) there is a need for. / Dissertation (MSc (Agric) (Animal Science))--University of Pretoria, 2007. / Animal and Wildlife Sciences / MSc (Agric) / Unrestricted
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Charakterizace vlastností extraktů z hroznových bobulí pomocí moderních analytických metod / Multi-experimental Characterization of Grape Skins' ExtractsŠťavíková, Lenka January 2010 (has links)
The determination of anthocyanins in red grapes and wines has been of increasing interest in the last years, as they play an important role in colour quality of red wines revealing also many human health beneficial effects. They contribute e.g. to the reduction of coronary heart disease, but exhibit also antimutagenic, anti-inflammatory, anti-carcinogenic and antioxidant properties. In this doctoral thesis, the complex study of grape skin alcoholic and water extracts, prepared from Alibernet and St. Laurent wine grape varieties is presented. Extracts were prepared from three different amounts (0,5; 1,0 and 1,5 g) of lyophilized grape skin powder using the Pressurized fluid extraction (PFE) and the Pressurized Hot Water Extraction (PHWE) at different temperatures ranging from 40 up to 120°C and pressure of 15 MPa. Methanol, ethanol and water were used as a solvents. Total phenolic compound content (TPC) of individual extracts was determined using the Folin-Ciocalteau assay and their tristimulus color values (CIE Lab) were estimated, using the UV-VIS spectrophotometer. The identification and quantification of anthocyanins by high-performance liquid chromatography with diode array detection (HPLC-DAD) was performed. In addition, pH values of all extracts were also measured using the combinated glass electrode. Antioxidant activity of extracts was tested by EPR spectroscopy in Fenton system (H2O2/Fe2+) generating reactive radicals (•OH, O2-•, •CH3) followed by spin trapping technique, using 5,5-dimethylpyrroline-N-oxide (DMPO) as spin trap. In addition, radical scavenging activity of extracts was assessed applying 2,2-diphenyl-1-picrylhydrazyl (•DPPH) free radical and 2,2'-azino-bis-(3-ethylbenzthiazoline-6-sulfonic acid) cation radical (ABTS•+) assays. All the experimental data were processed with principal component analysis (PCA) and canonical discriminant analysis (CDA) to specify the optimum extraction conditions for extract preparation from the perspective of the potential further application of the extracts as food supplements or food colour enhancers. The results indicated that grape skins of both varieties are a promising source of anthocyanins with prospective application in food industry.
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Digital Detail – Computational Approaches for Multi Performative Building SkinsMohammed, Shiras Chakkungal January 2009 (has links)
No description available.
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Magnetosensitive e-skins for interactive electronicsCañón Bermúdez, Gilbert Santiago 24 February 2020 (has links)
The rapid progress of electronics and computer science in the last years has brought humans and machines closer than ever before. Current trends like the Internet of Things and artificial intelligence are closing the gap even further, by providing ubiquitous data processing and sensing. As this ongoing revolution advances, novel forms of human-machine interactions are required in an ever more connected world.
A crucial component to enable these interactions is the field of flexible electronics, which aims to establish a seamless link between living and artificial entities using electronic skins (e-skins). E-skins combine the functionality of commercial electronics with the soft, stretchable and biocompatible characteristics of human skin or tissue. Until lately, the focus had been to replicate the standard functions associated with human skin, such as, temperature, pressure and chemical detection. Yet, recent developments have also introduced non-standard sensing capabilities like magnetic field detection to create the field of magnetosensitive e-skins. The addition of a supplementary information channel—an electronic sixth sense—has sparked a wide range of applications in the fields of cognitive psychology and human-machine interactions.
In this thesis, we expand the concept of magnetosensitive e-skins to include the notion of directionality, which utilizes the full interaction potential of the magnetic field vector. Also, we introduce the use of flexible magnetoelectronics in virtual/augmented reality and human-computer interfaces. Three main results are attained in the course of this work: (i) we first demonstrate how magnetosensitive e-skins can be used as humanmachine interfaces driven by permanent magnet sources in the range of 5 mT. (ii) Building upon this milestone, we realize the first magnetosensitive e-skins which are driven by the earth’s magnetic field of 50 μT.
(iii) We fabricate magnetosensitive e-skins which push the detection limit below 1 μT. The magnetosensitive e-skins in this work open exciting possibilities for sensory substitution experiments and sensory processing disorder therapies. Futhermore, for human-machine interactions, they provide a new interactive platform for touchless and gestural control in virtual and augmented reality scenarios beyond the limitations of optics-based systems. / Der rasante Fortschritt der Elektronik und der Informatik in den letzten Jahren hat Mensch und Maschine nähergebracht als je zuvor. Aktuelle Trends wie das Internet der Dinge und künstliche Intelligenz schließen die Lücke noch weiter, indem sie eine allgegenwärtige Datenverarbeitung und -erfassung ermöglichen. Mit fortschreitender Revolution sind neue Formen der Mensch-Maschine-Interaktion in einer immer vernetzter werdenden Welt erforderlich. Eine entscheidende Komponente, um diese Interaktionen zu ermöglichen, ist das Gebiet der flexiblen Elektronik, das darauf abzielt, mithilfe elektronischer Häute (e-skins) eine nahtlose Verbindung zwischen lebenden und künstlichen Entitäten herzustellen. E-skins verbinden die Funktionalität kommerzieller Elektronik mit den weichen, dehnbaren und biokompatiblen Eigenschaften menschlicher Haut oder menschlichen Gewebes. Bis vor kurzem lag der Schwerpunkt auf der Nachbildung der mit der menschlichen Haut verbundenen Standardfunktionen wie Temperatur-, Druck- und Chemikalienerkennung. Jüngste
Entwicklungen haben jedoch auch nicht standardmäßige Erfassungsfähigkeiten wie die Magnetfelderkennung eingeführt, um das Feld magnetoempfindlicher e-skins zu erzeugen. Die Hinzufügung eines zusätzlichen Informationskanals - eines elektronischen sechsten Sinns - hat eine breite Palette von Anwendungen auf den Gebieten der kognitiven Psychologie und der Mensch-Maschine-Interaktionen ausgelöst.
In dieser Arbeit erweitern wir das Konzept der magnetoempfindlichen e-skins um den Begriff der Richtwirkung, bei dem das volle Wechselwirkungspotential des Magnetfeldvektors genutzt wird. Außerdem führen wir die Verwendung flexibler Magnetoelektronik in der virtuellen Realität / erweiterten Realität und in Mensch-Computer-Schnittstellen ein. Im Verlauf dieser Arbeit werden drei Hauptergebnisse erzielt: (i) Wir demonstrieren erstmals, wie magnetoempfindliche e-skins als Mensch-Maschine-Schnittstellen verwendet werden können, die von Permanentmagnetquellen im Bereich von 5 mT angetrieben werden. (ii) Aufbauend auf diesem
Meilenstein realisieren wir die ersten magnetoempfindlichen e-skins, die vom Erdmagnetfeld von 50 μT angetrieben werden. (iii) Wir fertigen magnetoempfindliche e-skins, bei denen die Nachweisgrenze unter 1 μT liegt. Die magnetoempfindlichen e-skins in dieser Arbeit eröffnen aufregende Möglichkeiten für sensorische Substitutionsexperimente und Therapien bei sensorischen Verarbeitungsstörungen. Darüber hinaus bieten sie für die Mensch-Maschine-Interaktion eine neue interaktive Plattform für die berührungslose und gestische Steuerung in virtuellen und Augmented Reality-Szenarien, die über die Grenzen optikbasierter Systeme hinausgehen.
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Mervärdesskatt på NFT:s och liknande virtuella tillgångar : Hinner mervärdesskattesystemet med i samhällsutvecklingen? / VAT on NFTs and similar virtual assets : Is the VAT system keeping pace with societal developments?Lööf, Villiam January 2024 (has links)
It is a truism that the legal system lags behind societal and technological developments. The common system of VAT is no exception. The objective of this thesis is to examine how the existing VAT rules applies to virtual assets, in particular NFTs and purchasable collectibles in computer games. The aim is to study how transactions with these assets are classified from a VAT perspective and to evaluate whether this classification is compatible with the VAT neutrality principle and the function of VAT as a general tax on final consumption. One finding related to the classification part of this thesis is that these transactions, which often involve a token and an underlying asset, are treated as a composite supply of services and not a supply of goods for VAT purposes. This implies that the special scheme for second-hand goods cannot be applied. Other classification aspects to assess whether the supply falls within the scope of VAT and whether the supply is taxed or exempt, are also analyzed. There is no ground for NFTs or other virtual assets to be exempt generally. Though, certain types or functions for NFTs may be exempt as financial transactions. The evaluation concludes that the existing rules are partly adapted to handle transactions with these types of virtual assets conducted in a virtual environment. However, the existing rules could lead to an unmotivated double taxation, which may preclude the pursuit of economic activities.
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A study of the beamer : a prehistoric hide processing toolMcAlpine, Thomas H. January 2005 (has links)
In archaeology, most studies of artifacts focus on lithics and ceramics, while bone artifacts are often neglected in our intense study of the past. This thesis takes a step in the opposite direction by focusing on a bone tool known as the beamer. This thesis tests the hypothesis that the beamer, used for processing animal hides, is only used during the Late Woodland and Mississippian time periods. If the hypothesis is supported, the beamer would be unique among bone artifacts, acting as a chronological marker similar to projectile points. The thesis also studies how the hypothesized appearance of the beamer at the beginning of the Late Woodland affected the use of lithic scrapers, another tool used for hide processing. Information gathered for this thesis was used to create a large database of Midwestern prehistoric archaeological sites. While the original hypothesis did not hold up, a new hypothesis was created based on the data. / Department of Anthropology
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Skin processing technology in Eurasian reindeer cultures a comparative study in material science of Sàmi and Evenk methods : perspectives on deterioration and preservation of museum artefacts /Klokkernes, Torunn. January 2007 (has links) (PDF)
Thesis (Ph.D.)--Royal Danish Academy of Fine Arts, 2007. / Title from PDF title page (viewed on Oct. 30, 2008). Includes bibliographical references (p. 225-234).
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Mezinárodní obchod s luskouny (Manis spp.) / International trade in pangolins (\kur{Manis} spp.)VÁŇOVÁ, Jana January 2016 (has links)
The aim of this work was to evaluate international trade with Manis. spp. according to the CITES database during the period 2002-2013. Manis spp. was classified in appendix II CITES in 1995. In 2000 there was an unsuccesfull attempt to reclassified Manis spp. to appendix I CITES. In this year the zero quota was set for Asian pangolins for commercial purpose. A rapid increase of an illegal trade was noticed after the setting of zero quota. The most frequent trade with pangolins was in these forms: 1) derivatives, 2) specimens, 3) scales, 4) live pangolins and 5) skins. Asian pangolins´ species were traded mostly in forms of derivatives, specimens, scales and skins in the period 2002-2013. M. javanica and M. pentadactyla with medium and large distribution area were quantitatively the most traded species, respectively. Main importers of Asian forms of pangolins were: USA (derivatives and specimens), China (scales in kg) and Indonesia (scales in pieces) and Mexico (skins). The African pangolin M. tricuspis was the third most frequent species in the international trade and was traded especially in form of live pangolins. M. tricuspis lives in one of the largest distribution area. Main importer of live pangolins was Italy. Breeding pangolins in captivity is due to the specific feeding requirements demanding. There are about 46 individuals of pangolins in Zoos all over the world, whereas in Europe there are only 2 pangolins in the Leipzig Zoo.
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Köp inuti app - en generationsfråga? : Vad motiverar konsumenter till att utföra köp genom mikrotransaktioner? / In app purchases - A generational question? : What motivates consumers to make purchases through microtransactions?Nyrell, Hugo, Mossenberg, Douglas January 2021 (has links)
Abstrakt Titel: Köp inuti app - En generationsfråga? Författare: Douglas Mossenberg & Hugo Nyrell Handledare: Ulf Aagerup Bakgrund: Sedan slutet av 00-talet har större delen av världen tillgång till höghastighetsinternet och människans digitala närvaro är större än någonsin. Web 2.0 gjorde det möjligt för individer att kommunicera med varandra genom internet och nya affärsmodeller skapades på helt nya marknader. Genombrottet av sociala medier och online-spel gjorde att en ny modell vid namn “mikrotransaktioner” skapades. Genom nyttjande av mikrotransaktioner kunde användare personalisera sig online och skaffa sig en hel uppsjö olika förmåner med hjälp av en liten betalning till antingen spelet eller plattformen som användes. 2021 är mikrotransaktioner en affärsmodell som omsätter miljarder varje år till spel- och systemutvecklare och existerar i nästintill alla populära spel och applikationer. Baserat på denna bakgrund ämnar denna studie att hitta svar på vem det är som köper och varför individer köper objekt genom mikrotransaktioner. Syfte: Syftet med denna studie var att få en bättre förståelse för vad som motiverar människor att konsumera eller inte konsumera med MTX, samt vilka dessa konsumenter är. Frågeställning: Vad motiverar konsumenter till att utföra köp genom mikrotransaktioner? Metod & material: Kvalitativ undersökning med enkät samt 21 semistrukturerade intervjuer. Slutsats: Resultatet visar att det främst är barn och unga vuxna som utför köp genom mikrotransaktioner och att män konsumerar mer än kvinnor. Detta för att män i större utsträckning är engagerade inom spel och applikationer som använder sig av mikrotransaktioner som affärsmodell. De största motivationerna för att konsumera de virtuella artefakterna som erhålls genom mikrotransaktioner är deras funktionella, sociala och emotionella värden som kan identifieras inom spelet eller applikationens kontext. / Abstract Title: In app purchases - A generational question? Authors: Douglas Mossenberg & Hugo Nyrell Supervisor: Ulf Aagerup Background: Since the end of the 00s most parts of the world have access to high-speed internet and humanity’s digital preceanse is at an all time high. Web 2.0 made it possible for individuals to communicate with one another through the internet and new business models came to fruition on completely new markets. The breakthrough of social media and online gaming made it possible for a new model called “microtransactions” to be invented. Through usage of microtransactions users could personalize their online alter egos and attain loads of benefits thanks to a small payment to either the game or the platform being used. In the year of 2021 microtransactions is a business model that brings in billions of dollars each year to developers and exists in nearly all popular games and applications. Based on this background, this thesis intends to find answers on who is buying and why individuals use microtransactions. Purpose: The purpose of this study was to gain a better understanding of what motivates people to consume or not consume through MTX, as well as who these consumers are. Research question: What motivates consumers to make purchases through microtransactions? Methodology: A qualitative study with a survey and 21 semi-structured interviews. Conclusions: The result shows that mainly young adults and children use microtransactions and that there are more male users than female users. This is because men are engaged in games and services that offer microtransactions to a greater extent than women. The biggest motivational factors to consume the virtual artefacts offered through microtransactions are the functional, social and emotional values and benefits identified in the game’s or service’s context.
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