The author relives her memories of growing up in Maine in the '80s believing she had psychic powers, whose father claimed to be a prophet from another planet. She shares a story of reconciling belief (in ourselves, in others, in religion, in those who lead our countries) with reality.
This book presents the reader with an understanding of the role played by matrix metalloproteinases (MMPs) in the normal and diseased central nervous system (CNS). These enzymes may be important to brain development, and may also contribute to tissue destruction, which is observed with inflammatory and degenerative conditions of the brain. The book provides a background on the biology of MMPs, and on the stimuli and conditions that are linked to an increase in their production and activity. It describes the targets of MMPs, which include matrix proteins such as collagen, soluble cytokines and chemokines, and cell surface receptors. Studies implicating MMPs in neuronal process outgrowth and cell migration in CNS development are covered. The book also touches on studies suggesting that, in certain situations, dysregulated MMP activity and/or production may be critical to blood-brain barrier breakdown and neuronal damage./a
This book details how "Alzheimer Disease" went from being an obscure neurologic diagnosis to a household word. The words of those responsible for this revolution are the heart of this book. Dr. Robert Katzman and Dr. Katherine Bick, leaders in Alzheimer research and policy making, interview the people responsible for this awakening of public consciousness about AlzheimerDisease from 1960 to 1980. They speak with the scientists, public health officials, government regulators, and concerned relatives and activists responsible for taking this neurodegenerative disease out of the "back wards" through the halls of Congress, and on to the front page. The reader will learn how the explosive increase in research funding and public awareness came about, how physicians and psychiatrists established diagnostic criteria, how drugs were developed that offer hope for sufferers, and how the Alzheimer's Association was born.* Written in the words of those responsible for the widespread recognition of this neurodegenerative disease* The authors are recognised as leaders in Alzheimer research and policy making
Psychology in Action, 12e is a comprehensive introductory Psychology product that fosters active learning and provides a wealth of tools that empower students to master and make connections between the key concepts. Students will leave the classroom with a solid foundation in basic psychology that will serve them in their daily lives no matter what their chosen field of study and career path.
Face perception is the process by which the brain and mind understand and interpret the face, particularly the human face. The face is an important site for the identification of others and conveys significant social information. Probably because of the importance of its role in social interaction, psychological processes involved in face perception are known to be present from birth, to be complex, and to involve large and widely distributed areas in the brain. These parts of the brain can be damaged to cause a specific impairment in understanding faces known as prosopagnosia. This book presents the latest research in the field.
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.
Mystic, historian, and Master of the Hunt, Adam Sinclair is called on to investigate and solve the most dangerous and unimaginable crime of his career--the murder of an Adept.
The author relives her memories of growing up in Maine in the '80s believing she had psychic powers, whose father claimed to be a prophet from another planet. She shares a story of reconciling belief (in ourselves, in others, in religion, in those who lead our countries) with reality.
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