The leaf-cutter ant fungal garden ecosystem is a naturally evolved model system for efficient plant biomass degradation. Degradation processes mediated by the symbiotic fungus
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Abstract Leucoagaricus gongylophorus are difficult to characterize due to dynamic metabolisms and spatial complexity of the system. Herein, we performed microscale imaging across 12-µm-thick adjacent sections ofAtta cephalotes fungal gardens and applied a metabolome-informed proteome imaging approach to map lignin degradation. This approach combines two spatial multiomics mass spectrometry modalities that enabled us to visualize colocalized metabolites and proteins across and through the fungal garden. Spatially profiled metabolites revealed an accumulation of lignin-related products, outlining morphologically unique lignin microhabitats. Metaproteomic analyses of these microhabitats revealed carbohydrate-degrading enzymes, indicating a prominent fungal role in lignocellulose decomposition. Integration of metabolome-informed proteome imaging data provides a comprehensive view of underlying biological pathways to inform our understanding of metabolic fungal pathways in plant matter degradation within the micrometer-scale environment. -
Abstract Mitochondrial DNA (mtDNA) is known to play a critical role in cellular functions. However, the fluorescent probe enantio-selectively targeting live-cell mtDNA is rare. We recently found that the well-known DNA ‘light-switch’ [Ru(phen)2dppz]Cl2 can image nuclear DNA in live-cells with chlorophenolic counter-anions via forming lipophilic ion-pairing complex. Interestingly, after washing with fresh-medium, [Ru(phen)2dppz]Cl2 was found to re-localize from nucleus to mitochondria via ABC transporter proteins. Intriguingly, the two enantiomers of [Ru(phen)2dppz]Cl2 were found to bind enantio-selectively with mtDNA in live-cells not only by super-resolution optical microscopy techniques (SIM, STED), but also by biochemical methods (mitochondrial membrane staining with Tomo20-dronpa). Using [Ru(phen)2dppz]Cl2 as the new mtDNA probe, we further found that each mitochondrion containing 1–8 mtDNA molecules are distributed throughout the entire mitochondrial matrix, and there are more nucleoids near nucleus. More interestingly, we found enantio-selective apoptotic cell death was induced by the two enantiomers by prolonged visible light irradiation, and in-situ self-monitoring apoptosis process can be achieved by using the unique ‘photo-triggered nuclear translocation’ property of the Ru complex. This is the first report on enantio-selective targeting and super-resolution imaging of live-cell mtDNA by a chiral Ru complex via formation and dissociation of ion-pairing complex with suitable counter-anions.
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Suspense is key to the enjoyment of games and interactive storytelling. Although suspense has been studied extensively in traditional media such as fiction and film, there has been relatively little research on managing suspense in games. As interactive media, games differ from traditional media in many ways. Although many conventional techniques for managing suspense still apply to games, certain suspense manipulation techniques are specific to games. In this paper, we discuss a framework for managing suspense in games and present a comprehensive study of various game design techniques for managing suspense. In particular, we focus on the use of game mechanics and game artifacts to manipulate suspense, which has not received enough attention in previous works. Our goal is to provide a comprehensive guide for game designers to explore different ways to manage suspense in their games or use it to analyze the suspense management techniques in existing games.more » « less
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Interactive Cartographic Storytelling with Complex Spatio-Temporal Structures and Social ConnectionsIn this paper, we describe the design of an interactive cartographic storytelling platform for the 1906 Atlanta Race Massacre, a horrific incident that had a profound impact on the civil and human rights movement in the United States. This four-day event happened at various locations in downtown Atlanta and involved many people. Although multiple books and articles have been written about the 1906 Atlanta Race Massacre, they described the past events using conventional storytelling methods. We want to tell this story from a cartographic perspective because the locations are essential to this story. We also want to connect the past with the present because most people walking on the same streets today do not know the history and significance of the locations. Furthermore, most people are unaware that some major institutions are intricately connected to the people involved in the 1906 events. Telling the story this way requires us to handle a complex spatio-temporal structure and an extensive social network, which is unusual in traditional cartographic storytelling. In this paper, we discuss our design decisions and rationals. We believe our discussion will benefit other interactive story designers who deal with similar complex stories.more » « less
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Neurons receive information through their synaptic inputs, but the functional significance of how those inputs are mapped on to a cell’s dendrites remains unclear. We studied this question in a grasshopper visual neuron that tracks approaching objects and triggers escape behavior before an impending collision. In response to black approaching objects, the neuron receives OFF excitatory inputs that form a retinotopic map of the visual field onto compartmentalized, distal dendrites. Subsequent processing of these OFF inputs by active membrane conductances allows the neuron to discriminate the spatial coherence of such stimuli. In contrast, we show that ON excitatory synaptic inputs activated by white approaching objects map in a random manner onto a more proximal dendritic field of the same neuron. The lack of retinotopic synaptic arrangement results in the neuron’s inability to discriminate the coherence of white approaching stimuli. Yet, the neuron retains the ability to discriminate stimulus coherence for checkered stimuli of mixed ON/OFF polarity. The coarser mapping and processing of ON stimuli thus has a minimal impact, while reducing the total energetic cost of the circuit. Further, we show that these differences in ON/OFF neuronal processing are behaviorally relevant, being tightly correlated with the animal’s escape behavior to light and dark stimuli of variable coherence. Our results show that the synaptic mapping of excitatory inputs affects the fine stimulus discrimination ability of single neurons and document the resulting functional impact on behavior.more » « less
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High harmonic spectra for H 2 and [Formula: see text] are simulated by solving the time-dependent Kohn–Sham equation in the presence of a strong laser field using an atom-centered Gaussian representation of the density and a complex absorbing potential. The latter serves to mitigate artifacts associated with the finite extent of the basis functions, including spurious reflection of the outgoing electronic wave packet. Interference between the outgoing and reflected waves manifests as peak broadening in the spectrum as well as the appearance of spurious high-energy peaks after the harmonic progression has terminated. We demonstrate that well-resolved spectra can be obtained through the use of an atom-centered absorbing potential. As compared to grid-based algorithms, the present approach is more readily extensible to larger molecules.more » « less
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Kinematic motion analysis is widely used in health-care, sports medicine, robotics, biomechanics, sports science, etc. Motion capture systems are essential for motion analysis. There are three types of motion capture systems: marker-based capture, vision-based capture, and volumetric capture. Marker-based motion capture systems can achieve fairly accurate results but attaching markers to a body is inconvenient and time-consuming. Vision-based, marker-less motion capture systems are more desirable because of their non-intrusiveness and flexibility. Volumetric capture is a newer and more advanced marker-less motion capture system that can reconstruct realistic, full-body, animated 3D character models. But volumetric capture has rarely been used for motion analysis because volumetric motion data presents new challenges. We propose a new method for conducting kinematic motion analysis using volumetric capture data. This method consists of a three-stage pipeline. First, the motion is captured by a volumetric capture system. Then the volumetric capture data is processed using the Iterative Closest Points (ICP) algorithm to generate virtual markers that track the motion. Third, the motion tracking data is imported into the biomechanical analysis tool OpenSim for kinematic motion analysis. Our motion analysis method enables users to apply numerical motion analysis to the skeleton model in OpenSim while also studying the full-body, animated 3D model from different angles. It has the potential to provide more detailed and in-depth motion analysis for areas such as healthcare, sports science, and biomechanics.more » « less
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As video games and esports continue to grow in popularity, gaming injuries are also on the rise. In recent years, medical professionals have placed greater emphasis on preventing and treating gaming injuries and proposed specific gaming health guidelines. However, the game industry and game research community have not done enough to address the hazards of gaming injuries or raise awareness about such hazards to players, parents, and game designers. In this paper, we propose a framework of injury-aware game design that addresses the two main causes of gaming injuries: prolonged gaming and repetitive microtrauma. We have identified a set of injury-aware game design techniques to help raise awareness of gaming-related hazards, promote healthy gaming behavior, and optimize gameplay to prevent injuries. We believe an effective way to deliver gaming-related health information to game players is through games themselves. To demonstrate this framework, we have developed an injury-aware game and conducted a user study with players and game designers. The results from the proof-of-concept game and user study show that both players and designers have a positive reception to the idea of implementing more inclusive measures into games, with nearly all participants of the user study being interested in the idea of hand exercise recommendations.more » « less
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Suspense is an important emotion for the enjoyment of games. Various methods have been proposed to manage suspense in games. Most existing works focus on managing suspense via storytelling or artifacts, such as sound effects. However, little work has been done in studying how to use gameplay to manage suspense. In this paper, we present a study in which we developed a horror-adventure game with a built-in suspense manager based on adaptive gameplay. We conducted a small user study to evaluate the effect of dynamic suspense management on game players. Our results showed that gameplay could potentially be used to manage the level of suspense experienced by players, independent of the story and artifacts in the game. The work discussed in this paper will provide game designers with new tools for suspense management in non-narrative-based games.more » « less