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  1. Free, publicly-accessible full text available July 3, 2024
  2. Abstract

    Unlike PIWI-interacting RNA (piRNA) in other species that mostly target transposable elements (TEs), >80% of piRNAs in adult mammalian testes lack obvious targets. However, mammalian piRNA sequences and piRNA-producing loci evolve more rapidly than the rest of the genome for unknown reasons. Here, through comparative studies of chickens, ducks, mice, and humans, as well as long-read nanopore sequencing on diverse chicken breeds, we find that piRNA loci across amniotes experience: (1) a high local mutation rate of structural variations (SVs, mutations ≥ 50 bp in size); (2) positive selection to suppress young and actively mobilizing TEs commencing at the pachytene stage of meiosis during germ cell development; and (3) negative selection to purge deleterious SV hotspots. Our results indicate that genetic instability at pachytene piRNA loci, while producing certain pathogenic SVs, also protects genome integrity against TE mobilization by driving the formation of rapid-evolving piRNA sequences.

     
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    Free, publicly-accessible full text available December 1, 2024
  3. Detailed hand motions play an important role in face-to-face communication to emphasize points, describe objects, clarify concepts, or replace words altogether. While shared virtual reality (VR) spaces are becoming more popular, these spaces do not, in most cases, capture and display accurate hand motions. In this paper, we investigate the consequences of such errors in hand and finger motions on comprehension, character perception, social presence, and user comfort. We conduct three perceptual experiments where participants guess words and movie titles based on motion captured movements. We introduce errors and alterations to the hand movements and apply techniques to synthesize or correct hand motions. We collect data from more than 1000 Amazon Mechanical Turk participants in two large experiments, and conduct a third experiment in VR. As results might differ depending on the virtual character used, we investigate all effects on two virtual characters of different levels of realism. We furthermore investigate the effects of clip length in our experiments. Amongst other results, we show that the absence of finger motion significantly reduces comprehension and negatively affects people’s perception of a virtual character and their social presence. Adding some hand motions, even random ones, does attenuate some of these effects when it comes to the perception of the virtual character or social presence, but it does not necessarily improve comprehension. Slightly inaccurate or erroneous hand motions are sufficient to achieve the same level of comprehension as with accurate hand motions. They might however still affect the viewers’ impression of a character. Finally, jittering hand motions should be avoided as they significantly decrease user comfort. 
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