title: In vitro electrical conductivity of seizing and non-seizing mouse brain slices at 10 kHz

authors: Elbohouty, Maher

subjects: electrical conductivity

abstract: The electrical conductivity of small samples of mouse cortex (in vitro) has been measured at 10 kHz through the four-electrode method of van der Pauw. Brain slices from three mice were prepared under seizing and non-seizing conditions by changing the concentration of magnesium in the artificial cerebrospinal fluid used to maintain the tissue. These slices provided 121 square samples of cortical tissue; the conductivity of these samples was measured with an Agilent E4980A four-point impedance monitor. Of these, 73 samples were considered acceptable on the grounds of having good electrical contact between electrodes and tissue excluding outlier measurements. Results show that there is a significant difference (p = 0.03) in the conductivities of the samples under the two conditions. The seizing and non-seizing samples have mean conductivities of 0.33 and 0.36 S m⁻¹, respectively; however, these quantitative values should be used with caution as they are both subject to similar systematic uncertainties due to non-ideal temperature conditions and non-ideal placement of electrodes. We hypothesize that the difference between them, which is more robust to uncertainty, is due to the changing gap junction connectivity during seizures.

text: In vitro electrical conductivity of seizing and non-seizing mouse brain slices at 10 kHz The electrical conductivity of small samples of mouse cortex (in vitro) has been measured at 10 kHz through the four-electrode method of van der Pauw. Brain slices from three mice were prepared under seizing and non-seizing conditions by changing the concentration of magnesium in the artificial cerebrospinal fluid used to maintain the tissue. These slices provided 121 square samples of cortical tissue; the conductivity of these samples was measured with an Agilent E4980A four-point impedance monitor. Of these, 73 samples were considered acceptable on the grounds of having good electrical contact between electrodes and tissue excluding outlier measurements. Results show that there is a significant difference (p = 0.03) in the conductivities of the samples under the two conditions. The seizing and non-seizing samples have mean conductivities of 0.33 and 0.36 S m⁻¹, respectively; however, these quantitative values should be used with caution as they are both subject to similar systematic uncertainties due to non-ideal temperature conditions and non-ideal placement of electrodes. We hypothesize that the difference between them, which is more robust to uncertainty, is due to the changing gap junction connectivity during seizures.

year: 2013

title: The effects of wood on stream habitat and native fish assemblages in New Zealand

authors: Baillie, Brenda Robin

subjects: wood

abstract: Historic deforestation has deprived many river systems of their natural wood loadings. To study the effects of the loss of wood from waterways, a field trial was conducted in three small forested streams in New Zealand. The objectives were to (i) examine differences in fish assemblages among wooded pools (where wood provided cover), open pools and riffles and (ii) measure the effects of wood removal on channel morphology and fish assemblages. In the first part of the study, no significant differences were found in total fish density among the three habitats. However, total fish biomass was significantly higher in wooded pools (64% of total fish biomass) compared with open pools and riffles. Mean density and biomass of banded kokopu (Galaxias fasciatus) and mean biomass of longfin eel (Anguilla dieffenbachii) were highest in wooded pools, whereas the density and biomass of bluegill bully (Gobiomorphus hubbsi) and torrentfish (Cheimarrichthys fosteri) were highest in riffles. In the second part of the study, wood was removed from a 200-m section (treatment) in each stream, significantly reducing pool area and increasing the proportion of channel area and length in riffles. At the habitat scale, banded kokopu and large longfin eel were the two species mostly affected by wood removal. At the reach scale, banded kokopu biomass was significantly lower in the treatment sections. Although wooded pools were a small portion of total habitat, they provided important habitat for two of New Zealand's larger native fish taxa.

text: The effects of wood on stream habitat and native fish assemblages in New Zealand Historic deforestation has deprived many river systems of their natural wood loadings. To study the effects of the loss of wood from waterways, a field trial was conducted in three small forested streams in New Zealand. The objectives were to (i) examine differences in fish assemblages among wooded pools (where wood provided cover), open pools and riffles and (ii) measure the effects of wood removal on channel morphology and fish assemblages. In the first part of the study, no significant differences were found in total fish density among the three habitats. However, total fish biomass was significantly higher in wooded pools (64% of total fish biomass) compared with open pools and riffles. Mean density and biomass of banded kokopu (Galaxias fasciatus) and mean biomass of longfin eel (Anguilla dieffenbachii) were highest in wooded pools, whereas the density and biomass of bluegill bully (Gobiomorphus hubbsi) and torrentfish (Cheimarrichthys fosteri) were highest in riffles. In the second part of the study, wood was removed from a 200-m section (treatment) in each stream, significantly reducing pool area and increasing the proportion of channel area and length in riffles. At the habitat scale, banded kokopu and large longfin eel were the two species mostly affected by wood removal. At the reach scale, banded kokopu biomass was significantly lower in the treatment sections. Although wooded pools were a small portion of total habitat, they provided important habitat for two of New Zealand's larger native fish taxa.

year: 2013

title: Using gamification to support positive health behaviour change: A kaupapa Māori approach

authors: Jefferies, Dannette (Dannie) Louise

subjects: Gamification

abstract: As our lives become increasingly technology-dependent, healthcare practitioners and researchers recognise the opportunities to deliver effective digital healthcare initiatives to improve patient outcomes. Gamification is one such technological approach to consider. While some important work has been done in gamification, to date, there have been few gamified healthy lifestyle intervention studies undertaken within an Indigenous or minority population. Therefore, this research extends the current knowledge of gamification with a focus on an Indigenous population.
Māori are the Indigenous People of New Zealand, and as in many other colonised countries, Māori are over-represented in obesity statistics; a factor which contributes to significant health inequities, such as a higher incidence of chronic illness among Māori people. Gamification may be an effective means of supporting positive lifestyle choices (e.g., increased physical activity) to reduce the prevalence of chronic illness. This research takes a Kaupapa Māori approach to address the research question: How can gamification support positive health behaviour change? Kaupapa Māori is a philosophical Māori-centric approach that ensures tino rangatiratanga (the right to self-determination). The research approach follows Māori tikanga (customary practices) and recognises the importance of Te Reo Māori (Māori language) and Te Ao Māori (a Māori worldview).
This research followed a design science research (DSR) process and consisted of two phases: Phase One was a prototype design phase, and Phase Two evaluated the prototype. Phase One involved a series of co-design hui (focus groups) to explore the social context and health aspirations of Māori and to ideate potential solutions. Phase One found that normative beliefs strongly influence effective gamification design preference for Māori and that culturally-tailored design is effective for Māori; a notion that contradicts previous Western-oriented gamification implementations. Phase Two consisted of a cross-sectional survey and regression analysis to evaluate the prototype designed during Phase One. Major findings from Phase Two show that three critical factors predict whether Māori users would use the gamified intervention: Perceived Ease-of-Use; Māori-Centric Design; and the use of Whakataetae (competitive) persuasive design strategies.  
This research contributes to gamification literature by identifying the gamification elements that most significantly impact behavioural intention toward gamified health applications for Māori; knowledge that may be transferable to other Indigenous populations. The importance of implementing a competitive strategy contradicts previous literature on collectivist cultures and guides the development of future gamified interventions. This research also contributes to theoretical and practical knowledge by demonstrating that effective persuasive strategies are not universal; Māori-centric design is a self-determined approach that keeps the needs of the target audience central to the design of a solution. This research provides theory-driven practical guidelines for design processes and design decisions that are driven by the needs and aspirations of Māori.

text: Using gamification to support positive health behaviour change: A kaupapa Māori approach As our lives become increasingly technology-dependent, healthcare practitioners and researchers recognise the opportunities to deliver effective digital healthcare initiatives to improve patient outcomes. Gamification is one such technological approach to consider. While some important work has been done in gamification, to date, there have been few gamified healthy lifestyle intervention studies undertaken within an Indigenous or minority population. Therefore, this research extends the current knowledge of gamification with a focus on an Indigenous population.
Māori are the Indigenous People of New Zealand, and as in many other colonised countries, Māori are over-represented in obesity statistics; a factor which contributes to significant health inequities, such as a higher incidence of chronic illness among Māori people. Gamification may be an effective means of supporting positive lifestyle choices (e.g., increased physical activity) to reduce the prevalence of chronic illness. This research takes a Kaupapa Māori approach to address the research question: How can gamification support positive health behaviour change? Kaupapa Māori is a philosophical Māori-centric approach that ensures tino rangatiratanga (the right to self-determination). The research approach follows Māori tikanga (customary practices) and recognises the importance of Te Reo Māori (Māori language) and Te Ao Māori (a Māori worldview).
This research followed a design science research (DSR) process and consisted of two phases: Phase One was a prototype design phase, and Phase Two evaluated the prototype. Phase One involved a series of co-design hui (focus groups) to explore the social context and health aspirations of Māori and to ideate potential solutions. Phase One found that normative beliefs strongly influence effective gamification design preference for Māori and that culturally-tailored design is effective for Māori; a notion that contradicts previous Western-oriented gamification implementations. Phase Two consisted of a cross-sectional survey and regression analysis to evaluate the prototype designed during Phase One. Major findings from Phase Two show that three critical factors predict whether Māori users would use the gamified intervention: Perceived Ease-of-Use; Māori-Centric Design; and the use of Whakataetae (competitive) persuasive design strategies.  
This research contributes to gamification literature by identifying the gamification elements that most significantly impact behavioural intention toward gamified health applications for Māori; knowledge that may be transferable to other Indigenous populations. The importance of implementing a competitive strategy contradicts previous literature on collectivist cultures and guides the development of future gamified interventions. This research also contributes to theoretical and practical knowledge by demonstrating that effective persuasive strategies are not universal; Māori-centric design is a self-determined approach that keeps the needs of the target audience central to the design of a solution. This research provides theory-driven practical guidelines for design processes and design decisions that are driven by the needs and aspirations of Māori.

year: 2023