Pathogenic bacteria are found asymptomatically in food animals, which often results in pathogen entry into the food chain. Processing plants reduce pathogen contamination with intervention strategies, yet foodborne illnesses still occur at an unacceptable frequency. Strategies are needed against pathogenic bacteria before they can enter processing facilities and the food chain. Reducing farm levels of zoonotic pathogens will enhance human health and food safety. Several pre-slaughter intervention strategies are under investigation: (1) direct anti-pathogen strategies, (2) competitive enhancement strategies and (3) animal management strategies. These include methods such as: vaccination against foodborne pathogenic bacteria, probiotics, prebiotics and competitive exclusion, using viruses to reduce pathogen populations, chemical methods and dietary changes.
Pathogenic bacteria are found asymptomatically in food animals, which often results in pathogen entry into the food chain. Processing plants reduce pathogen contamination with intervention strategies, yet foodborne illnesses still occur at an unacceptable frequency. Strategies are needed against pathogenic bacteria before they can enter processing facilities and the food chain. Reducing farm levels of zoonotic pathogens will enhance human health and food safety. Several pre-slaughter intervention strategies are under investigation: (1) direct anti-pathogen strategies, (2) competitive enhancement strategies and (3) animal management strategies. These include methods such as: vaccination against foodborne pathogenic bacteria, probiotics, prebiotics and competitive exclusion, using viruses to reduce pathogen populations, chemical methods and dietary changes.
In 1905, Laura's assignment to write an article for the Mansfield, Missouri, newspaper about the new school teacher leads her to start an upopular crusade to get the farm children into school.
How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.
While life goes on in Mansfield, Missouri, Laura agrees to help her elderly father fulfill his dream of returning to their former home on the Kansas prairie.
A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography
New features in this edition include listings of modem-friendly campgrounds and RV parks with easy online access, and listings of special music events nationwide. The book profiles more than 15,500 private and public campgrounds, RV service centers, LP gas locations, and tourist attractions.
A comprehensive overview of high-performance pattern recognition techniques and approaches to Computational Molecular Biology This book surveys the developments of techniques and approaches on pattern recognition related to Computational Molecular Biology. Providing a broad coverage of the field, the authors cover fundamental and technical information on these techniques and approaches, as well as discussing their related problems. The text consists of twenty nine chapters, organized into seven parts: Pattern Recognition in Sequences, Pattern Recognition in Secondary Structures, Pattern Recognition in Tertiary Structures, Pattern Recognition in Quaternary Structures, Pattern Recognition in Microarrays, Pattern Recognition in Phylogenetic Trees, and Pattern Recognition in Biological Networks. Surveys the development of techniques and approaches on pattern recognition in biomolecular data Discusses pattern recognition in primary, secondary, tertiary and quaternary structures, as well as microarrays, phylogenetic trees and biological networks Includes case studies and examples to further illustrate the concepts discussed in the book Pattern Recognition in Computational Molecular Biology: Techniques and Approaches is a reference for practitioners and professional researches in Computer Science, Life Science, and Mathematics. This book also serves as a supplementary reading for graduate students and young researches interested in Computational Molecular Biology.
In 1905, Laura's assignment to write an article for the Mansfield, Missouri, newspaper about the new school teacher leads her to start an upopular crusade to get the farm children into school.
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