title: The effect of SDS and TEG on chain mobility and secondary structure of decolored bloodmeal

authors: Hicks, Talia

subjects: IR spectroscopy

abstract: The effect of sodium dodecyl sulfate (SDS) and triethylene glycol (TEG) on secondary structure of decolored bloodmeal (DBM) during heating was examined via synchrotron-based Fourier transform infra-red spectroscopy (FT-IR) and wide angle X-ray scattering (WAXS). Both additives homogenize secondary structure distribution; SDS increases α-helices and decreases β-sheets and β-turns, while SDS–TEG reduces α-helices and β-sheets and increase random coils. Short heat cycles only change the composition of SDS-TEG treated DBM, implying TEG is responsible for chain mobility. Prolonged heating slowly increases β-sheets and suddenly increases α-helices at 55–75 °C in SDS-TEG treated DBM and 100 °C in SDS-treated DBM. Finally, WAXS shows that structural change due to heating is reversible for SDS-TEG treated DBM

text: The effect of SDS and TEG on chain mobility and secondary structure of decolored bloodmeal The effect of sodium dodecyl sulfate (SDS) and triethylene glycol (TEG) on secondary structure of decolored bloodmeal (DBM) during heating was examined via synchrotron-based Fourier transform infra-red spectroscopy (FT-IR) and wide angle X-ray scattering (WAXS). Both additives homogenize secondary structure distribution; SDS increases α-helices and decreases β-sheets and β-turns, while SDS–TEG reduces α-helices and β-sheets and increase random coils. Short heat cycles only change the composition of SDS-TEG treated DBM, implying TEG is responsible for chain mobility. Prolonged heating slowly increases β-sheets and suddenly increases α-helices at 55–75 °C in SDS-TEG treated DBM and 100 °C in SDS-treated DBM. Finally, WAXS shows that structural change due to heating is reversible for SDS-TEG treated DBM

year: 2014-11

title: The 'dominant effect' of games: Content vs. medium

authors: Schott, Gareth R.

subjects: Classification

abstract: Digital games receive an age-restriction rating based on the depiction of harmful content and its possible impact on players. Following on from film, the relationship between media content and its psychological impact on audiences is assumed to be further heightened by the interactive nature of the medium as it makes players responsible for constructing the moving-image on screen. While classification processes continue to serve as an exercise in caution, there remains little evaluation of a particular rating decision’s accuracy via any subsequent examination of the interactions between player and game text. This paper argues for the benefits of researched accounts detailing the interactive experience of games for its capacity to challenge public understanding of the medium. In doing so, the paper will introduce a research design that is currently being employed to achieve an understanding of player experiences. The intention is to produce an empirically validated model of media ‘usage,’ capable of accounting for the ‘actual’ experience of play and the ways game texts are activated under the agency of players once they enter everyday life and culture.

text: The 'dominant effect' of games: Content vs. medium Digital games receive an age-restriction rating based on the depiction of harmful content and its possible impact on players. Following on from film, the relationship between media content and its psychological impact on audiences is assumed to be further heightened by the interactive nature of the medium as it makes players responsible for constructing the moving-image on screen. While classification processes continue to serve as an exercise in caution, there remains little evaluation of a particular rating decision’s accuracy via any subsequent examination of the interactions between player and game text. This paper argues for the benefits of researched accounts detailing the interactive experience of games for its capacity to challenge public understanding of the medium. In doing so, the paper will introduce a research design that is currently being employed to achieve an understanding of player experiences. The intention is to produce an empirically validated model of media ‘usage,’ capable of accounting for the ‘actual’ experience of play and the ways game texts are activated under the agency of players once they enter everyday life and culture.

year: 2013

title: Homeless lives in New Zealand: The case of central Auckland

authors: Groot, Shiloh Ann Maree

subjects: Maori

abstract: Homelessness is a pressing and increasingly visible concern in New Zealand. Many people sleeping rough are male and of Maori or Pacific descent. This research focuses on understanding the nature of resilience through the lived experiences of homeless people. To gain insights into cultures of homelessness, a qualitative case study research design was used to engage six homeless people who took part in a series of interviews and photoproduction exercises. Participants are of Maori, Pacific Island, and Pakeha ethnic backgrounds. It therefore may become important to document how homeless people see themselves in relation to their communities of origin and the wider public.

text: Homeless lives in New Zealand: The case of central Auckland Homelessness is a pressing and increasingly visible concern in New Zealand. Many people sleeping rough are male and of Maori or Pacific descent. This research focuses on understanding the nature of resilience through the lived experiences of homeless people. To gain insights into cultures of homelessness, a qualitative case study research design was used to engage six homeless people who took part in a series of interviews and photoproduction exercises. Participants are of Maori, Pacific Island, and Pakeha ethnic backgrounds. It therefore may become important to document how homeless people see themselves in relation to their communities of origin and the wider public.

year: 2008