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Although the Archaea exhibit an intriguing combination of bacterial- and eukaryotic-like features, it is not known how these prokaryotic cells segregate their chromosomes before the process of cell division. In the course of our analysis of the third replication origin in the archaeon Sulfolobus solfataricus, we identify and characterise sister chromatid(More)
Pseudorehearsal is a mechanism proposed by Robins which alleviates catastrophic forgetting in multi-layer perceptron networks. In this paper, we extend the exploration of pseudo-rehearsal to a Hop® eld-type net. The same general principles apply: old information can be rehearsed if it is available, and if it is not available, then generating and rehearsing(More)
We suggest that any brain-like (artificial neural network based) learning system will need a sleep-like mechanism for consolidating newly learned information if it wishes to cope with the sequential / ongoing learning of significantly new information. We summarise and explore two possible candidates for a computational account of this consolidation process(More)
Educational games constitute a major field inside the serious games ecosystem, attempting to educate the players, while entertaining them. Augmented Reality (AR) has found application in educational games, introducing properties that improve gameplay and that potentially produce unique educational affordances. In this study, we present the " Table Mystery "(More)
The "baby machine" provides a means of generating synchronized cultures of minimally perturbed cells. We describe the use of this technique to establish the key cell-cycle parameters of hyperthermophilic archaea of the genus Sulfolobus. The 3 DNA replication origins of Sulfolobus acidocaldarius were mapped by 2D gel analysis to near 0 (oriC2), 579 (oriC1),(More)
Serious games find wide application in the health domain, occupying their own place in the video game industry (games for health). Currently, there is a proliferation of cognitive training, exercise and social games, targeting one of the most dangerous disease of the era: demen-tia, as well as its various symptoms and stages like Mild Cognitive Impairment(More)
Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health(More)
A large number of dementia patients receive home-based care, in order to maintain their independence and improve quality of life and health status. The current formal home-based care model presents certain limitations related to the monitoring of the patients and the reporting of the progression of physical and cognitive decline. In recent years, novel care(More)
Hopfield/constraint satisfaction type networks can be used to learn (autoassociate) patterns. Random inputs to the network will sometimes converge on states which are learned patterns, and sometimes converge on states which are unlearned/spurious. It would be useful for many reasons to be able to tell whether or not a given state was learned or spurious. In(More)
There is the potential that cognitive activity may delay cognitive decline in people with mild cognitive impairment. Games provide both cognitive challenge and motivation for repeated use, a prerequisite for long lasting effect. Recent advances in technology introduce several new interaction methods, potentially leading to more efficient, personalized(More)