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Hello Survivors!
We have a juicy Status Report for you again! Victor presents a video full of new animations, Adam is talking about military base changes and Baty is showcasing all the cool wolves footage from our community creators.
Greetings Survivors,
So as many may know, it has been a pretty busy few weeks. We've had a good deal of experimental updates go out. For those that don't follow our posts on the official forums I'll try and give you all some perspective on what those updates have been aimed towards, and what our current priorities are for 0.61.
Server side performance is one of our major goals for improvement on 0.61 experimental. Aside from stability (server side crashes), this has the largest impact on the actual effectiveness of the major changes gameplay wise for 0.61. When server performance drops below the acceptable line on these servers, it will reduce and impede the functionality of these areas. To give you guys an example, server performance can cause issues such as (but not limited to):
Obviously, as you can see the above issues are critical to have reduced as much as possible for 0.61 Stable. In addition to that we're looking into issues related to:
Today we pushed an additional update for Exp/Unstable branch addressing previous issues caused by the latest update. Characters displaying as nude in some situations, some gunshot sounds not being played for all players, a new server crash, and some adjustment to predator AI behavior.
We'll continue our march forward to getting 0.61 to Stable branch, and I think I speak for the whole team when I say we're all very excited to see the .61 changes in the hands of the larger stable branch update. This of course is not where we want DayZ to be yet, but it is a great step forward to that experience.
Don't forget to grab a raincoat, don't waste those bullets, and head over to the official DayZ forums at forums.dayz.com to participate in the ongoing discussion!
0.61 Milestone Goals
With the quite dark due high intensities of lights in general. Overpowered lights are also causing unpleasant effect with camera exposure in new renderer as it tries to clamp and scale down huge differencies in scene luminancy for display output, which is resulting in pitch black surroundings outside the reach of lights. Power of lights was intentionally set higher in the past as they were compensating former pitch black nights in old RV engine renderer. In new renderer we approached the night time differently so there shouldn't be a need to change your gamma settings to see at least something when you play fair, of course those who doesn't we prevent unfair gamma abuse, but it's currently very low on priority list. What's on the top of the list regarding lights is for sure first balance pass of their intensities which should bring them to reasonable values for new renderer and its camera. You can expect to see these changes any time soon in 0.61 experimental releases. In future, for 0.62 version we would like to tackle day time and night time lighting to pull out more potential from new renderer combined visual updates for environment.
Another troublesome behavior in 0.61 experimental releases you witnessed is infected and their movement and attacking. Actually it's quite a problem as currently both player character and infected are using different physics which doesn't like each other. However we are doing our best to fight these issues for 0.61 release via changes to configuration of AI which are the only weapons available for us now. With new player character, the old physics will be ditched and we gain more freedom in implementation of infected as well. One more thing I would like to mention is, that alongside new synchronization for players, vehicles are being worked on too. Count in they are getting so much love implementation wise so I hope we will be able to get some of these changes in 0.61 to make vehicles much more reliable and pleasure to drive.
In the moonlight... see you in Chernarus folks!
- Peter Nespesny / Lead Designer -
Today will be just a small update. We merged server performance improvements into experimental branch, which introduced some new bugs, like gear despawning for remote players (that's also the reason why you can't hear some gunshots - because remote players don't have weapon in their hands).
Anyway, we fixed this issue and it should be available in the next experimental update. New server performance improvements won't be enabled, as we have to deal with some new server crashes. When these are resolved, we will enable these improvements.
Another big task is finishing vehicle synchronization and it's priority No. 1 now, as we want to bring vehicles back as soon as possible. There are two blockers now - client side correction and bad simulation, when two or more players are inside the vehicle.
- Miroslav Manena / Lead Gameplay Progammer -
We've implemented terrain light reflection, variable coloring of trees (to add a bit more of the autumn feeling to Chernarus) and managed to progress with implementation of the new SimulWeather/TrueSky technology that we use for rendering the sky and clouds. These are merely some experimental visual effects, adding a little bit of "drama" to the world.
- Filip Doksanský / Lead Engine Programmer -
Today I would like to share with you a short video that demonstrates some of the new player character features. We still have a lot to do to make all transitions work perfectly and we are also in the process of refining the animations. There are a couple of interesting things in the video however. I would like to describe them for you in more detail.
First of all you will notice new camera and movement. The animations have been polished so they feel more natural and fluent. The camera system has been redone and now we finally are able to adjust the camera to our needs. The version you see is still WIP and we are constantly working on it. But in short, new camera options allow us to adjust camera per stance or even per animation if needed.
One of the most visible changes in the character movement is the possibility to interrupt almost any animation. This gives players greater control over the character. We have talked about this in previous status reports a few times already but it is a really big change compared to the old system.
The way character look around is also different. Now we have the ability to use poses for look at things or aiming. By creating aim-spaces we are able to adjust character poses properly to certain angles which gives us perfect control over how the animations look in the game.
Gestures, actions and other animations now are divided in two groups. Some are full body animations and some are upper body or other body part animations. This had to be done to allow movement while eating, drinking, greeting and many other situations. It's important however that all of them are interruptible as you can see in the video, with the LYING DOWN gesture. Most of these actions are made of three parts - IN, LOOP and OUT. We play IN animation at the beginning, then the character starts doing actions like chopping trees, and when players release the mouse button, OUT is activated.
Hopefully you enjoyed this small video preview. I am pretty sure we will put together some more. For the next couple of weeks we will be focused on implementing animations for weapons, new combat and of course, continue improving the player character.
- Viktor Kostik / Lead Animator -
If you were playing .61 experimental over past few weeks, you may have noticed that we have added little military location on Sosnovka pass. Many of you were probably wondering why something like that was added, well, wonder no more. In this status report, I will cover major additions and changes to the military locations on Chernarus! Please bear with me, this may be a bit longer, but I feel that such thing needs to be explained in greater detail so we avoid any misinformation.
The overall aim is to start finalizing important pieces of the map prior beta so there is a solid ground for associated Central Economy tweaks. To achieve that, we have been looking with designers into options on how to deal with the current situation of military loot locations, which is without doubt one of the main drivers behind the survivor movement on Chernarus. While we are quite satisfied with the way concrete military buildings are distributed as of now, the distribution of improvised military objects (mainly tents) is something we need to tackle. To get rid of military loot saturation within Myshkino and North West Airfield tent camps, we have decided to significantlyreduce tent count in these locations and use newly created "buffer of tents" to either add to existing or create completely new military locations on Chernarus. So let me now go over the existing locations to see what was exactly changed including pictures (for some locations, keep in mind that they are work-in-progress).
Myshkino tents
Previously positioned on the coast south of Balota airfield, this military camp is one of the biggest military locations (as of .60, both in terms average loot availability and size). With this change, this camp has been stripped to 1/4 of its previous size. It has been built more or less from the scratch (so it will spice up the game-play for a while), but the general location still stays the same. For now - as I mentioned in October status report, we plan to change this area significantly as it is part of much bigger plan that is aimed to a complete re-design of western border of Chernarus (more on that in later status report/s).
North West Airfield
One of the most famous locations on Chernarus and well known since early days of DayZ Mod. Again, focus was on the military camp. This camp has been reduced to half and completely re-designed from scratch. I also did some minor modifications to its surroundings to - hopefully - offer some new tactical possibilities. Now I should mention thatin no way you should consider this change to be permanent. We will soon formalize internally a clear plan for a complete re-design of North West Airfield. NWA is one of the few locations on Chernarus that basically still look like it did in Arma 2 version of Chernarus (and it looks completely out of place compared to other areas of Chernarus+). Even after the change within northern tents, we expect this area to be still very active and we will do our best to make sure that the airfield and its surroundings will look and play just as good. We will of course keep you updated as we progress towards this goal in future status report/s.
Kamensk military base
Fairly a new military location, which was however changed quite a lot over time (someone remembers pit of death?). It has received a slight face-lift along with its surroundings (and will receive more once new forests will arrive). This base utilized "tent buffer" and received number of military tents scattered among the ruins. This change along with other (smaller) additions to northern highway should hopefully increase traffic in this part of the map.
Tisy military base
One of the newest additions on Chernarus - concluding the northern expansion - is slowly crawling to be the location of first choice for all survivors, who seek top tier military equipment. Located in North West corner of the map, players need to venture through the whole Chernarus to reach it. To properly reward them for taking risks of doing so, large military camp was added into the perimeter of the base. This camp should give you an idea that it has been built in there to stay for a longer period of time - assuming its inhabitants would survive long enough. I should mention (the usual) disclaimer - Tisy military base is still not yet considered to be done and this military will change in the future.
The new stuff!
9 military locations were added (with one already present on .61 experimental) on Chernarus. They are represented either through a military roadblocks of different sizes or through a smaller military camps (similar to the one in Stary Sobor). If you are looking for a list of new locations along with pictures, you wont find them here. I think we need to keep some things as a surprise, so I will let you figure it out once this hits public (experimental) branches.
As you can see, Chernarus just got even more interesting to explore. And we are definitely not stopping there. Our aim is to have more locations that would resemble humanity's struggle to tackle day zero situation. But again, more on that in later status reports.
We understand, that this particular change could easily be one of the most significant changes on Chernarus during its development and so - once it will hit consumer branches - we will be actively looking into our data and feedback from you to see how this change performs in the live environment and implemented tweaks if necessary. But of course feel free to discuss this already and let us know what you think!
And given the progress that has been made in this particular task for the past few weeks, we are actively discussing the possibilities of testing these changes within .61 update (if not, then .62). So stay tuned!
- Adam Franců / Map Designer -
Wolves are the new thing for the 0.61 update, and we had amazing feedback from your side on our social networks and forums. You have sent us a lot of amazing screenshots and videos from your first contact with wolves. We are as excited as you are because we love to watch your reactions when you meet them for the first time.
For the first time you are scared, you are running for your life, someone fights, someone dies. It is not easy to survive encounters with wolves. Look at this great reaction by John Connor who met these predators face-to-face.
Check out this amazing performance with wolves by CamCANTRUN. His touchingly sad story should affect everyone. In my case, he's definitely succeeded.
When Man Becomes Prey
When Man Becomes Prey II
Player jakon72 dealt with the wolf in his own way, He killed it and made a dinner from it when the wolf attacked him.
If you did not meet any wolves yet, you can try to find them on our Experimental/Unstable servers. Check the map of wolf locations by DAYZTV here.
I hope you enjoy 0.61, and if you have something you'd like to share, send it to out official Twitter account.
Header image by: Sweetest_Kill
- Baty / Community Manager -
Afternoon Survivors,
We have an update from Brian, Mirek and Dustin for you. They'll be sharing the latest about the 0.62 presentation at PAX Australia, 0.61 Experimental public testing, and some details about what's going on here at the DayZ offices.
It has been a pretty exciting (and potentially stressful at times) two weeks for development on DayZ, both in the .61 development and the discussion on moving forward beyond that. This Status Report I'll go over what we're currently focusing addressing on 0.61 experimental, and then I'm going to summarize the main points from the 0.62 and Beyond talk at PAX Australia.
As many of you may know, we've gone through several iterations on Experimental/Unstable branch for 0.61. With our principle focus being on server stability, and performance. The gameplay programming team has been experimenting with several possible options in improving our server side performance, which you as survivors will directly see as improved infected responsivity and speed, faster user actions, and general overall improved responsivity to your interactions with the world. While we've made some strong improvements in regards to stability, we're not quite where we'd like to be with server performance. As I've mentioned many times before - server performance is and will continue to be an ongoing area of focus for us throughout development and into the beta phase. That said, it is especially important to the 0.61 experience, given that at a gameplay level the dynamic spawning of infected is such a corner stone. I won't spend too much time talking about this, as Mirek is going to elaborate a bit on some of the different changes his team has been working on in this area further in to the SR.
Enough rambling, lets take a look at what critical issues we have on 0.61 Exp/Unstable.
Keep in mind this is just a list of critical fixes for 0.61 Stable - and is fluid based on the feedback and data we get back from 0.61 Experimental/Unstable builds. If you've encountered other critical issues, please let us know about it via our feedback tracker or on our official forums.
As mentioned earlier, I was at PAX Australia in Melbourne this last weekend and had the opportunity to talk about where we are headed after 0.61 hits stable with the Australian and New Zealand community. For those that would rather not read my rambling wall of texts, I will be re-recording the audio along with the presentation slides. However, for those that don't mind reading - I'm going to summarize the presentation in this Status Report. (We'll jump past the start of the presentation that talks about .61, as if you are reading a Status Report this is probably redundant information)
Now that .61 is on Experimental/Unstable - lets take a look at what our plans internally are for development beyond .61 hitting Stable branch on Steam. Once this occurs, the primary bulk of the DayZ development team will be switching their focus to the "Beta" milestone for DayZ. Beta for us is a major point in our development, and it goes without saying that it has its own challenge and hurdles. This milestone is focused on the following areas:
Now what do I mean when I say "Backlog"? Well, as many of you may be aware - there are a good deal of gameplay systems, mechanics, items, and more that we have talked about in previous Status Reports, presentations, and are sitting in the "In Progress" column on our Trello. Nearly every single one of them are dependant upon the technologies listed above, either through technical limitation, or having just been written from the ground up on Enforce script and designed with the new tech specifically in mind. At the presentation in Australia I gave the following examples:
Now, one of the key points I tried to point out during this presentation was how critical this milestone is to the progress towards the final version of DayZ. Work on not only the technologies that power this milestone, but all the content and mechanics that we hope to hit with it, has been an ongoing task throughout DayZ's development. Artists, Designers, Animators, and Programmers have been working for quite some time on changes to DayZ that can't hit the Early Access userbase until these changes to DayZ's engine are ready to be merged into the main trunk of our development. This won't be a simple task, either. The work described is very similar to the change to DayZ's rendering technology in its risk and complexity. I've likened these milestone goals to a changing of the spine of DayZ, at least at a gameplay level. So, as mentioned before - once we get 0.61 to Stable branch - the primary bulk of DayZ's development team shifts all its focus on this goal. Exactly how much of that feature backlog we will be able to get into this milestone will be discussed in more detail in future Status Reports, once we can properly gauge any potential risk - but make no mistake, this is both an exciting time for us on the development team, but also a major task.
While the primary bulk of the team is focused on this, our beta milestone - a small 5 man team (Comprised mostly of artists, environment designers, and support from one programmer) will be branching off to work on a 0.62 update to DayZ Early Access focused on a much needed overhaul of Chernarus's visual fidelity. What exactly do we mean by that? Well - lets take a look.
Road Surfaces
Damaged Roadways
Dirt Roads
Forest Density & Fidelity
Forest Undergrowth and Clutter
Now, in addition to to the obvious goal of bringing the visual of appearance of Chernarus + to a more modern level, the massive improvement in making our forests not only look more *real*, but to allow users to more believably create hidden camps and stashes in forests that more closely resemble the forests you might find in the Czech Republic is obvious. It merits mentioning that these images we are sharing with you here are initial tests. There is still a good deal of work, and analysis required to see how dense and believable we can make these forests, fields, and so on without compromising client side performance. However, we're all excited by what we've achieved so far - and as we get closer to this interim 0.62 milestone that the small team dedicated to it is working on, we'll be sharing more - both visually, and input on where we are with these goals.
So lets recap what we've covered in this:
Thanks for making it through that wall of text, and for those that would prefer the audio/visual narration, I'll have that on our Youtube as soon as possible! I hope you're all excited as I am for the dayz/days ahead (heh heh heh) and now that we've got this Status Report out and I'm back in the office - I'm going to get some time in on the latest 0.61 Experimental Update.
- Brian Hicks / Creative Director -
I will split this status report on two parts - work related to 0.61 and work related to later versions.
Starting with 0.61. The last two weeks we were dealing mostly with issues blocking experimental release and after that with stability of servers. We found and fixed that ugly crash, which was related to shooting and damaging world entities, disabled infected's loot was a side effect of commit related to networking optimizations - we have a fix for this, so infected's loot will be back today or tomorrow. Also, the new server browser has gotten some fixes (there was a client crash related to server browser) and improvements (you can see slot counts and also server browser will show you how many player's are waiting in login queue).
Now we have to deal with other client/server crashes (there are still too much of them), some synchronization issues (we have reports that client side correction doesn't work well sometimes) and we also prepared some server side performance optimizations, which are not merged to experimental branch yet.
A lot of people were also complaining about low FPS/movement jittering. This issue is not connected to renderer, it's a game side issue and it's related to new player's synchronization logic. Player is now simulated by fixed time step, before it was every render frame. That means player is simulated by the same number of steps on every computer, no one has an advantage with better hardware and every computer is sending the same amount of input messages to the server. The issue there is that interpolation between these simulation steps isn't done, currently we're working on fixing this.
Another big issue, character saving when server performance is low. This fix is ready for release.
And another improvement is ready for release, as we disabled AI freezing when the nearest player is farther than 500 meters. But first, we have to test this on experimental servers to see if it negatively affects server performance.
The rest of the gameplay programmers are still working on new features for the damage system, infected's AI, vehicle physics and central loot economy. We're not still sure if we will merge something into 0.61 or if it will be available in later version, but here is a short list of what has been done so far.
- Miroslav Maněna / Lead Gameplay Progammer -
Greetings all,
I don't do too many updates (that would be zero until today), but we have some stuff going on here at the BI offices I wanted to share. First, if you've not gotten an opportunity to check out our latest DayZ Q&A with Enfusion Engine architect Filip Doksanský, check out Part I and Part II by clicking the red links. It's a great interview and solid insight into just how hard this development team has worked over the last year to fully realize the vision of DayZ. We have also opened up the latest round of question submissions for our next Q&A with Lead Gameplay Programmer Miroslav Maněna. We're accepting questions on Twitter (hashtag them with #GameProgZ so we can easily find 'em) and the official DayZ forums until the 14th of November.
And on that, you might have noticed a significant uptick in quality in our in-house DayZ-related videos. We're stoked to have a solid videographer and editor named Filip working with us now to produce high quality video content at a much swifter pace than we were able to accomplish before he came to us. With his help, you should get a much clearer picture of what development of DayZ is really like, and what it takes to build every aspect of DayZ's world. I'm quite excited about what's coming down the pipe related to video content, and I think you will be too.
And remember, the best way to learn even more about what we do is to participate in the official forums. It's a direct conduit from you to us to engage in conversation about your questions, concerns and general inquiries. We hope to see more of you make accounts and join in the discussion.
Finally, we've been getting asked for new BI Store apparel for a long while, and I'm happy to announce we've added faction t-shirts that are available now. You can represent the 27th MEU, ChDKZ and CDF factions, with a slight delay on the NAPA faction t-shirt. We'll drop a mention on Twitter as soon as it's in the store as well. And if you haven't visited in a while, our faction patches are available in the store too. Click here to give the store a visit.
There is a lot coming up in the coming months I'm excited to share with you all as DayZ gets closer and closer to beta and beyond.
Until then, stay hydrated, and try not to get chewed on by an Infected. They have super gross oral hygiene.
- Dustin, PR & Brand Manager -
Hello Survivors,
I want to dedicate this portion of the Status Report to the most beautiful daytime periods in Chernarus - sunset and sunrise. Everyone who plays DayZ should stop and watch a stunning sunrise or sunset over a city, the sea or forest. It is beautiful moment of peace and lots of players share these moments with the DayZ community on Steam. Here are some of our favorite captures from the game from our players.
Breathtaking view over Chernogorsk by PrimalCrescent:
Joulik with his friend watching a beautiful sunrise from a sunken ship:
Dawn in the industrial zone by TikTac'tical:
Lucy's amazing screenshot of a village view sunset:
And finally, check out this video by Harold Palmer. He is showcases a time-lapse of some incredible locations in 0.61 Chernarus. Great job Harold!
As always, If you have any DayZ creations of your own that you'd like to share, tweet them to us on our official Twitter channel. We'll be happy to have a look!
Header image by: Sumptuous Dust


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YSU's secondary battle
YSU coaches are pleased as competition heats up
By Greg Gulas
With two game tested seniors returning in the defensive secondary, Youngstown State University head coach Bo Pelini and secondary coach Richard McNutt like the depth and competition they've seen thus far in summer camp.
The Penguins' first scrimmage on Saturday unveiled strengths at multiple positions. While Pelini likes what he sees in the secondary, he cautions that the unit is still a work in progress.
"We saw some good things during Saturday's scrimmage, but there were too many mistakes in some areas so we still have a ways to go," Pelini said Monday. "The battle is ongoing in the secondary. We've got some talent back there, but still have work to do."
The two senior returnees are Jalyn Powell, former Warren Harding standout, and D.J. Thomas of Lakewood St. Edward High School.
"Our nickelbacks are playing well right now and D.J. is one of them," Pelini said. "Jalyn is a kid who came a ways last year and is playing with confidence right now."
Powell played in all 16 games last season. He started four games, registered 49 tackles (38 solos), two interceptions, nine break-ups and one quarterback hurry.
He also had a quarterback sack for a defense that allowed just 19.9 points per game, posted 108 tackles for loss and 49 quarterback sacks.
Powell likes the competition that has unfolded thus far in camp.
"It's been really competitive throughout summer camp," Powell said. "There are so many new guys that have come in and no positions are guaranteed, so everyone is just working hard and trying to earn a spot.
"We've come a long way and today was one of our better practices," Powell said. "I know that I can get better because I have some big goals this season.
"We were one of the best defenses in the nation last year and I want to keep that same standard this year."
At nickelback last year, Thomas had 17 tackles (13 solos), an interception, two tackles for loss, a break-up and quarterback hurry.
He, too, is enjoying the competition.
"That's good," Thomas said. "Everyone is battling, getting better and I think the young guys are coming along.
"Being a senior and having been here for four years, I've seen a lot of competition and great players but this is the most competition by far that we've had in the secondary," Thomas said. "When no spots are guaranteed, everyone fights for playing time."
Thomas felt however, that Saturday's scrimmage was the beginning of the weeding out process.
"We found out who can tackle, play defense and who fits into our scheme," he said.
McNutt said that talent was lost in the secondary after last season, but the new players that have been added continue to push for playing time.
"The system has been in place for the last two years, so going into year number three the guys know what to expect, what the standard is and how we expect them to compete," McNutt said. "D.J. and Jalyn are definitely two of my leaders in the secondary. We try to create leadership throughout the group and it doesn't matter if you are a senior or a freshman.
"Those two guys have definitely stepped up, are more vocal this year and continue to lead by example when on the field."
The first scrimmage yielded many positives, according to McNutt.
"I was pleased with what I saw," he said. "All I've asked them to do is come out and compete, and they've done that. They've all worked hard and while there's always stuff we'll have to clean up, the fun part was watching the entire team make plays."
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|The Tsukuba hypertensive mouse (transgenic mouse carrying human genes for both renin and angiotensinogen) as a model of human malignant hypertension: development of lesions and morphometric analysis.
MedLine Citation:
|PMID: 9504863 Owner: NLM Status: MEDLINE
|The renin-angiotensin system has a pivotal role in hypertension. The Tsukuba hypertensive mouse (THM; a transgenic mouse carrying human genes for both renin and angiotensinogen) was generated to allow further examination of the renin-angiotensin system in a variety of pathologic conditions. We evaluated the development of renal lesions in these mice and in controls by morphometric, immunohistochemical and ultrastructural methods. Blood pressure was significantly higher in THM than in control mice; 1 year after birth, it was approximately 40 mmHg higher. The kidney-to-body weight ratio was also higher in THM than in control. Morphometrical analysis revealed that the glomerular sclerosis index was significantly elevated in THM with 10% of the glomeruli sclerotic at 18 months. The grade of vascular lesion and the frequency of fibronoid arteritis of the kidney exhibited the same tendency as the glomerular sclerosis index. Murine renin was located exclusively in the juxtaglomerular apparatus, whereas human renin was expressed not only in the juxtaglomerular apparatus, but also in periarteriolar smooth muscle cells and in mesangial and epithelial cells of the glomeruli. Light and electron microscopy revealed significant fibrinoid arteritis of the kidney in THM and also "onion skinning", both pathognomonic for malignant nephrosclerosis. THM may be an excellent model of human malignant hypertension.
|T Shimokama; S Haraoka; H Horiguchi; F Sugiyama; K Murakami; T Watanabe
Related Documents :
|185903 - Estimating renin participation in hypertension: superiority of converting enzyme inhibi...
6100873 - The role of the renin-angiotensin system in blood pressure regulation in normotensive a...
19402693 - High pressure diels-alder approach to hydroxy-substituted 6a-cyano-tetrahydro-6h-benzo[...
Publication Detail:
|Type: Journal Article; Research Support, Non-U.S. Gov't
Journal Detail:
|Title: Virchows Archiv : an international journal of pathology Volume: 432 ISSN: 0945-6317 ISO Abbreviation: Virchows Arch. Publication Date: 1998 Feb
Date Detail:
|Created Date: 1998-03-26 Completed Date: 1998-03-26 Revised Date: 2006-11-15
Medline Journal Info:
|Nlm Unique ID: 9423843 Medline TA: Virchows Arch Country: GERMANY
Other Details:
|Languages: eng Pagination: 169-75 Citation Subset: IM
|Department of Pathology, Institute of Basic Medical Sciences, University of Tsukuba, Ibaraki, Japan.
Export Citation:
|APA/MLA Format Download EndNote Download BibTex
|MeSH Terms
Arteritis / pathology
Blood Pressure / physiology
Disease Models, Animal
Endothelium / ultrastructure
Glomerulosclerosis, Focal Segmental / genetics, pathology
Hypertension* / genetics, pathology, physiopathology
Juxtaglomerular Apparatus / metabolism, pathology
Kidney Glomerulus / blood supply, pathology*
Mice, Transgenic / genetics*, physiology
Muscle, Smooth, Vascular / ultrastructure
Renin-Angiotensin System / genetics*, physiology
From MEDLINE®/PubMed®, a database of the U.S. National Library of Medicine
Previous Document: E-Cadherin in human brain tumours: loss of immunoreactivity in malignant meningiomas.
Next Document: Gap junctions in health and disease.


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A few months ago, Bruce Murphy, executive vice president of KeyBank, visited the New Pittsburgh Courier in an editorial board meeting, and stated that his bank had committed $6 billion to community development all over the country including Pittsburgh. A story in the Courier demonstrated that he wasn't just talking the talk.
A check for $1 million was written out to Pittsburgh Promise for graduating Pittsburgh Public School seniors in need of money for community colleges, trade schools, or four-year universities.
Unlike the $500 or $1000 scholarships some noted organizations give for one or two semesters that may cover books, the Promise gives up to $2,500 per semester, per year, depending on the need of the student as long as that student carries a passing grade-point average at the school they entered.
The Pittsburgh Promise is the greatest thing to happen to the students in Pittsburgh Public Schools. It's great to see banks such as KeyBank along with other businesses in Pittsburgh supporting this effort. This is an effort that needs to be duplicated in every city across the U.S. This doesn't just help Blacks—it helps all poor, low-income, and middle-income families throughout the city, Black and White. Education is our community's greatest need, but without money the greatest students can't attend college.
"When making an investment of this size, you want to make sure it's managed well," KeyBank executive vice president Margot Copeland said to Courier reporter Christian Morrow. "It's not enough to get students into college, we have to graduate them. The completion aspect is very important to us, and we're pleased with the results the Promise has shown."
She went on to say that they are thinking about starting a Promise in Cleveland.
This is what I've been preaching for years, that it's vital to not just get students into colleges or trade schools; we must prepare them for the jobs which are available because all the training in the world doesn't help in a field that is saturated. This leads to students graduating, but can't find a job, which leads to their having to accept jobs in other fields or take a low-paying job outside of their field.
But it all comes down to…where is the money?
National News—Following President TrumpGate
Almost every week the President has fired someone from his staff mostly because of their links with Russia. Now his son-in-law, Senior White House Advisor Jared Kushner, is in the hot seat for setting up a secret meeting with a Russian official in the White House and not revealing it to Intelligence. The President was overseas during this and just came home over the weekend, which means all this week will be taken up by this and once again no word on the economy.
Many people are calling for impeachment, especially the Democrats, but surprisingly the Republicans are not talking. But they were the "Do Nothing Congress" during President Obama's eight years and they are the "Do Nothing Congress" under President Trump so far.
The Democrats had better be careful about what they ask for. Will this country, especially Black people, be any better off with Vice President Mike Pence as the new President? Absolutely not. Probably the "Do Nothing Congress" would get some things done, but nothing that would benefit the poor, low, moderate or middle-income communities.
Oh, and before I could complete this column, he selfishly pulled America out of the Paris Peace Accord, and all that Peace Accord did was officially end the Vietnam War.
Sports News—Pens, Cavs
Congratulations to the Pittsburgh Penguins as they made it to their second straight Stanley Cup finals. They have a very solid chance to repeat as they face the Nashville Predators for the Cup after beating the Ottawa Senators for the Eastern Conference title in a very exciting series.
I pick the Penguins 4 games to 2. As of this column (June 6), the series is tied at 2.
In the NBA, the Cleveland Cavaliers are facing the Golden State Warriors. Even though the Warriors are favorites again, I pick the Cavaliers 4 games to 2. But so far, not so good for Cleveland. As of this column (June 6), they are down 2-0.
(Ulish Carter is the former managing editor of the New Pittsburgh Courier.)
Like us at https://www.facebook.com/pages/New-Pittsburgh-Courier/143866755628836?ref=hl
Follow @NewPghCourier on Twitter https://twitter.com/NewPghCourier


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With an impending scarcity of gas and electricity this winter season, it's more essential than ever to save as much power as feasible. Not only will decreasing your energy consumption be good for the environment, but it will also be kind to your financial institution account. Don't fear: decreasing your energy usage gained't mean a major way of life alter, or that you transform overnight into an eco-warrior. It will just imply small changes in behavior.
You did not get an estimate for a professional services. The set up of this material is not always tough, but it can be time consuming and less than simple to do without the correct resources and experience. Conserve time, and frequently money, by turning to a professional for installation.
Check for Leaks and Improper Insulation – Houses with bad insulation or leaks in air vents can bleed power. Have an inspection carried out to check for skinny partitions, poorly sealed doorways, leaking air vents, or other issues that can cause power reduction. In some cities, there are public applications for reduced income families and the elderly to offer free insulation. If nothing else, diy 100mm isotherm is a big tax write off.
An insulation that is manufactured from steel slag is called rock wool. This makes an efficient insulative barrier in the house. The advantages to this type of set up are that it will not rot, soften, burn, support mildew and mildew or soak up moisture. This is the best option when optimum hearth resistance has been requested. This kind can only be set up by a professional.
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It's fairly simple to do if you have an assistant. First seek the advice of with your components vendor as to how many bags of insulation you will need. He will want to know the sq. footage of your house. Maintain in mind also that you will want to get sufficient baggage of insulation to allow you to lay down anyplace from four to six inches of insulation in the attic as well.
As you can see, saving money on your utilities doesn't require some radical change in how you live your lifestyle. With just a couple of minutes of work and a small intelligent thinking, it's not tough to make changes that can include up to genuine financial savings every month.


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- So there we were…floating over Colombia's spectacular landscape from high up in the sky around the hills of San Gil.
- After our quiet time in Villa de Leyva, we were ready for some more action so we headed to San Gil, a town that is known as the adventure capital of Colombia. The surrounding hillside boasts a variety of adrenaline activities including white water rafting, abseiling, mountain biking and paragliding. We really wanted to do the mountain bike trip, but we arrived late in the day and the only tour going while we were in town was full. So we settled into our wonderful room at Macando hostel and pondered our choices. We decided on an afternoon paragliding trip, neither one of us have ever done this activity before and we thought it would be a great way to see the surrounding hills from above.
- Since our trip was not until the afternoon, we decided to venture out in the city for the morning. We started at the local market which is always a great place to wonder and people watch. The fresh fruit always looks so refreshing and for breakfast we had a yummy fruit salad full from one of the stands. Strolling out of the market and along the Rio Fonce (the local river) we landed inside the Parque El Gallinera which is known for its "Old Man's Beard" trees. It was soon time for our paragliding and we hopped in the car with 3 local teenagers (our guides) who bumped extremely loud Colombian and American rap music for most of the ride up. Once we got to the top, we really didn't have to do much to get up in the air. Our guides just had us sit back and relax while they caught some wind and off we went. The views were spectacular with many tobacco and coffee fields below as well as Chicamocha Canyon off in the distance. The ride only lasted 20 minutes or so, but we both had a great time. We mentioned it would be a fun activity to learn how to do ourselves back home!
- The following day we caught a bus to another nearby colonial city Barichara. Looking slightly similar to Villa de Leyva, the old buildings, main square and churches all had the same "old city" feel. The dramatic views though from the edge of the town have helped name this one of the most beautiful cities in Colombia. The town looks out over some very large mountains, making for picturesque views in all directions. We left the city sweaty and hot and ready for a dip, so we jumped in a taxi to take us out to Cascadas de Juan Curi , a stunning 120 meter waterfall outside of town. Afternoon showers are common here and right as we started our short hike up to the waterfall, the rain came down on us. It eventually passed, but the weather made the waterfall slightly chilly for swimming. We hung out though for an hour or so before hitching a ride back to San Gil just in time to catch our 13 hour overnight bus ride to Santa Marta…more to come from the Caribbean Coast!
- Highlights
- Our room in San Gil, our hostel had some new private rooms and it was one of the nicest rooms we have stayed in so far
- El Mana, a wonderful restaurant in San Gil, they do a set menu everyday for lunch and we ate there as much as we could because it was some of the best food we have had yet
- Paragliding over the Colombian country side
- Our side trips to Barichara & the Juan Curi waterfall, it was nice exploring the area
- Not being able to do the bike trip, it was supposed to be an epic day of riding over 50 km and we heard really great things about the tour…we will just have to come back and do it again next time!
39.775256 -105.049897


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by Florian Gintenreiter | 28th January 2019
This is the third and last of my series about Apple Final Cut Pro X and Camera Media. Check out the first part and the second part for some tips and tricks you might not know yet. A Possible Logging Workflow – Without Doubling Your Storage Needs Recently I had a back-and-forth with someone on Facebook who was handed a couple hundred gigabytes of camera-cards backed up to one or more hard drives. He wanted to use Final Cut Pro X to log and keyword the footage. If he would ingest the material into Final Cut Pro X, his storage needs would have beed doubled. Remember: when ingesting from cards, Final Cut Pro X copies the footage from the cards, and "Leave Media in Place" cannot be ticked in the import window. He was not sure if the material would ever be edited, but he wanted to get an idea of what he'd got. I put some thought to the problem and came up with a neat workflow to accomplish something like that and came up with this: Press command+I to open the import window. Select a folder containing a backed-up copy of a camera card. Select "Import all" to start the import process. (Alternatively just select the clips you want to import). Close the ingest-window (if you don't have the option Close window after starting import ticked). Head over to the Background Tasks window by pressing command+9, look for Importing Media and click the little "x" next to it to stop the import. Rinse and repeat until you have imported all your media in that way. Because the way Final Cut Pro X works it has created aliases linking to the media on the card in its storage location. By interrupting the copy process, Final Cut Pro X still refers to the videos in their original location. Now you can organise the media inside Final Cut Pro X using all its tools. Because no media is inside Final Cut Pro X's storage location or Library it will be extremely small and can later be easily be backed up alongside the footage for editing at a later date. NOTE: You can't transcode footage to Proxy or Optimised Media while its still on camera cards. If you want to do that you need to physically import the footage into Final Cut Pro X first (doubling the storage needs temporarily) , then let it transcode to Proxy and/or Optimised Media. Now close Final Cut Pro X, right- or control-click the library file and select "Show package contents". You can now peek inside the library-bundle. You will see a folder for every Event in your FinalCutProX library. Final Cut Pro X Library bundle and contents Navigate to the one containing the media you are after and look for a Original Media folder inside it. You can delete this folder. (Thus deleting all the media FinalCutProX copied off the cards.) When you open up the library you can still work in Proxy mode, if you have transcoded Proxies before or even in normal-mode, if you have transcoded to Optimised Media. NOTE: Opening a library-bundle with the finder and playing around inside may damage it and render it unusable! Try at your own risk! Later, when you want to re-link the missing media, open the Library inside Final Cut Pro X. Connect the HDD containing the camera-card-folders to the computer and choose File > Import > Reimport from Camera/Archive. In my experience, I had to select the clips I wanted to reimport in the browser first, before selecting the function in the menu. I also had to open the "Import Media" window and open the disclosure triangle of the folder I wanted to import from first, to make sure that Final Cut Pro X "sees" the camera card structure. But that might be different depending the video format you are using and whether you originally imported from a physical card or a Camera Archive. The media will now be copied/rewrapped to the Libraries' storage location. Not only does this solve the user's problem with wanting a way to organise and keyword footage without permanently doubling the storage needs, but one could also take a version of the library with just Proxy files in it on their MacBookPro and later re-import and "conform" to the original camera media. Final Thoughts – Archive Copies of Original Cards? As you can see there are many ways to work with camera cards inside Final Cut Pro X. I'm sure that I did not cover everything possible in this tutorial. It might surprise you however when I tell you that I usually do not archive copies of the original camera cards. On location or at the end of the day in the hotel or at my studio I ingest all the footage into a Final Cut Pro X Library on a Thunderbolt RAID5 and back it up to two additional HDDs for safety, before I start editing. If it's a multi-day-shoot away from home, I tend to back up the camera cards with ShotPutPro to a mobile RAID and ingest all the cards from that mobile drive to the Thunderbolt RAID5 and the pair of HDDs on return to the studio. Shot Put Pro – offloading software I like to have Final Cut Pro X manage my media inside the Library bundle as opposed to the lean library-approach some FinalCutProX editors prefer. It's much more convenient to have everything neatly in one file, especially since Final Cut Pro X also bundles used effects inside the library since the 10.3.0 update. As I have described before there is no quality loss in having Final Cut Pro X rewrap the media from its original container format to .mov files. Even in the event that you change your editing system in the future you can still easily extract the footage from the bundle and work in other NLEs. TIP: Some people are afraid to "put all eggs in one basket" with a Managed Library file. They think that if that file gets corrupted they might loose everything. But because a macOS bundle is only a special folder that is displayed differently by the OS it's no more dangerous than putting files into any other folder on your Mac. By the way: This special typ of folder is the reason why you can't have your FCPX library reside on a AFP or SMB share on a server or NAS — the filesystem does not support bundles. NFS shares can work under certain circumstances though. **EDIT** Final Cut Pro X libraries can live on SMB shares since FinalCutProX 10.3.4 apparently. Thanks to Claus Andersen for mentioning that! Accessing "Original Media" Files in a Corrupted (or any) FCPX Library Even if Final Cut Pro X should somehow damage the XML files inside the bundle and won't open the Library, stating it's "corrupted"— do not despair! You can always get to your original media by right- or control-clicking the library file and selecting "Show package contents". Use "Show Package Contents" to open macOS bundles and peek inside. You can now peek inside the library bundle. You will see a folder for every event in your FinalCutProX library. Navigate to the one containing the media you are looking for and look for an "Original Media" folder—inside it you will find your original media files. A working backup of the corrupted library-file (without the media) can be found at the default backup location or the one you specified. Conclusion I tried to compile all the information I could find regarding working with cards in Final Cut Pro Xl in this three-part article. Some of the stuff I found was a real nugget of information that made me faster and more efficient, when working in Final Cut Pro X. I hope that you can also find a thing or two that you did not know. If you yourself have found something useful or interesting while working with Final Cut Pro X, please share it in the comments below. Also let us know wether you are interested in more tutorials like this.Read more
by Nic Divischek | 19th April 2016
At first glance, Sony has clearly put the emphasis on 4K Broadcasting with an outlook at HDR at NAB 2016. Several new firmware upgrades and products have been introduced. New AXS-R7 Recorder allows double the framerate, paid firmware upgrade for Sony Fs5 users which includes RAWas well 4K DCI recording, a new compact camera Sony PXW-Z150 with broadcast-ready standards and a new broadcast camera with ultra slow motion in 4K. Here are all the updates at a glance. AXS-R7 Recorder The in February announced AXS-R7 Recorder will work only with the Sony F5 / 55 and still has no price. The AXS-R7 Recorder will feature its own compressed 16 Bit RAW format called XCON, which reduces the file size by 30 percent (compared to uncompressed RAW at F5 / 55). Compared to previous Sony 4K recorders, the new recorder doubles 4K RAW recording from 60 FPS up to 120 FPS from the Sony F55 camera. For shooting at higher frame rates, the recorder captures 2K RAW at up to 240 FPS from the F55 and F5, for playback with 10x super slow motion. The new AXS media (512GB or 1TB cards) will have a sustained read and write speeds of 4.8 Gbps, and will last for 44 minutes at 59.94p or 22 minutes at 120 FPS. FS5 Firmware Update The FS5 has received a new free firmware 2.0 update. An Auto ND function changes the strength of the electronic ND filter, which allows you to adjust exposure without affecting aperture of shutter speed values. They have also expanded zebra functions as well as GPS capability. Those who wish to record RAW with the FS5 must acquire the RAW upgrade option for 600 dollars. This then allows though the 3G-SDI connector continuous DCI 4K 60p / 50p RAW and up to 240p / 200p RAW in FullHD. Unlike the Fs7, the FS5 has another trick up its sleeve. According to Alvaro Ortiz Sanz, product specialist at Sony, the Fs5 can record 120fps in RAW DCI 4K with a 4second buffer!!! The default super slomo feature in FS5 works over a buffer. That's why it is "cached": about 8 seconds if shooting at 240 fps. Now, this "caché way" is only applied if we shoot 4K at 120 fps, in which we'll have 4 seconds burst. That means that, if at 24p recording, we are shooting 120/24=5 times faster, which means that those 4 seconds are "time stretched" to 20 seconds. In 4K in RAW quality The updates will be expected in June 2016. Sony PXW- Z150 Compact Camera The PXW-Z150 features a 1.0 type stacked Exmor RS CMOS image sensor. It can record 4K and 5x slow motion (120fps) of continuous recording in Full HD. The Clear Image Zoom technology operates at 24x zoom and 18x zoom in HD and 4K modes respectively, in addition to the standard optical 12x zoom. It also features a built-in 4-step ND filter. The PXW-Z150 is suitable for a variety of environments and editing requirements, supporting the conventional broadcasting format MPEG2HD (50Mbps/35Mbps) in addition to Sony's advanced XAVC format (Long GOP) format. The PXW-Z150 provides a wide variety of built-in connectivity options including 3G-SDI, XLR inputs, and HDMI. The camcorder is equipped with two memory card slots and is compatible with SDXC and SDHC cards. The dual media slots enable various recording options such as backup, simultaneous and relay recording. Sony HDC-4800 The new Sony HDC-4800 is a new Super 35mm 4K CMOS sensor broadcast camera that features a PL Mount. It combines 4K resolution with enhanced high frame rate capabilities—8x at 4K, and up to 16x in full HD—combined with HD cut-out and zoom capabilities for live sports and event production. The HDC-4800 is complemented by the BPU-4800, a baseband processor unit with a replay server capability that creates a fully networked, 4K live ultra-high speed production workflow.Read more
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Dr Jan Hellings (right) has joined consultant Maunsell as European director of its ground technology division, based in Beckenham, south London.
Eugene Toolan has taken over from
Roger Kee at Fugro, responsible for worldwide co-ordination of the group's Offshore Geotechnical Services. Jeff Couts becomes managing director of Fugro in the UK, as well as remaining managing director of Alluvial Mining, where Nick Willet is appointed director.
RSK Environment strengthens its brownfield site assessment and remediation capability with the appointment of David Taylor, formerly of Rust Kennedy & Donkin and Applied Geology, as director responsible for its Audit, Investigation and Remediation group. The company has also appointed hydrogeologist David McKay to the team.
David Jackson has been appointed head of contaminated land development for environmental consultant Marcus Hodges Environment at its Exeter office.
Steve Hencher, formerly of Leeds University and Bechtel, South Korea, has joined the Halcrow Group as director of Halcrow Asia Partnership (Hong Kong) and regional director for Korea.
Grant Richardson has joined SGS Environment as senior environmental consultant. He is responsible for marketing, business development and project management in contaminated land and landfill related environmental consultancy services at its Bishop Auckland office in County Durham.
Geotechnical consultant Anglian Site Investigations has opened a new office at the Tamar Science Park in Plymouth to cater for increasing workload in the south west.
Craig Batty has joined environmental consultant Vibrock as air quality consultant. He was previously with the Symons group and Tilcon.
Maccaferri has opened a new office in Belfast, Northern Ireland, headed by area engineer Gordon Mackenzie who will also have responsibility for Eire.
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19 "I call on heaven and earth to witness against you today that I have presented you with life and death, the blessing and the curse. Therefore, choose life, so that you will live, you and your descendants,20 loving Adonai your God, paying attention to what he says and clinging to him — for that is the purpose of your life! On this depends the length of time you will live in the land Adonai swore he would give to your ancestors Avraham, Yitz'chak and Ya'akov."
Saturday, September 01st, 2012 | Author: Skip Moen
Moses seems to have reflected this essential tension in his request for decision. Notice that he calls heaven and earth to be witnesses. That is typical 16th Century BC endorsement. The cosmos itself is a player on this stage. In the pagan past, the heavens and the earth, filled with gods, would act as judge and jury over the ensuing choices. Now Moses suggests that the fate of the cosmos is tied to the choices of human beings. God has so empowered human decision that His very creation hangs in the balance. Choice not only defines us. It is the most powerful force in the created world.
It's also noteworthy that derivatives of the root bhr describe "young man," "youth" and "chosen." But Hebrew is not narcissistic. This is not a longing for youth. It is the recognition that young men are chosen for military service. Vigor and strength are to be put into the service of others, not to be idolized as perennial self-glorification.
Bahar paints the picture of "the house that separates (fences) the person." Choice creates fences. Something chosen leaves other things rejected. Lines must be drawn. Doors closed. The Hebraic idea of choice is ultimately the idea of separation. You can't have your cake and eat it too, at least not in God's world. Choosing life automatically means rejecting death. Choosing God's ways means forsaking all other ways. There is no middle ground here.
Moses' appeal uses bahar in a verb tense that is active and complete (qal perfect). That means you do it. You don't wait for God to somehow force you to choose or to choose for you. You must decide. And when you decide, the action is done, finished, terminated. "It is accomplished," is Yeshua's declaration that the choice is complete. So it must be for those who choose life. Vacillation, double-minded hesitation, is the enemy here. Reconsidering over and over is not choice. It is the failure to choose, and that failure has eternal, cosmic consequences. If you don't feel the tension in your life, examine yourself! Animals have no essential tension, but every human being does.
Moses makes it clear. You and I cannot opt out without risking our humanity. We cannot sidestep the crosshairs of choosing without becoming creatures controlled by instinct. To be human is to decide between good and evil – continuously. There is no vacation from being human until all choosing has ended.
The above piece by Skip Moen is only one he has written on this topic and you can click on any of the links above and be taken to his site to search for more. It is noted that in the majority of Christian thought that the "evil inclination" must be eradicated from one's self. Yet in Hebraic thought there would be no drive to accomplish without it.
Ben Zoma continues by teaching us the definition of true power. It is not the one who can control others who is genuinely mighty, but the one who can control himself.
The assertiveness of the human ego and the persistence of human desire produce a force of almost limitless power. How much have men accomplished, both for good and for evil, through their relentless quest to gain sovereignty over their fellow men? Empires have been built, empires have been destroyed, and still human beings vie for the opportunity to lord over their neighbors. Fortunes have been amassed, only to vanish in the endless quest for more. Families have been built upon the love of wives and children, only to be shattered by infidelities driven by passion and the desire for virile conquest.
True strength is an internal phenomenon. Like a coiled spring containing extraordinary potential power is the one who can keep rein on his passions and his impulses. Rather than unleashing all their energy in a single, destructive outburst, the truly mighty are those able to release their inner power with control and direction manner to create, to build, and to save. It is the inner battle against anger, jealousy, pride, lust, and pettiness that is the proving ground for true power and true heroism.


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