Geting the FGL2 cRIIB Pathway. There are three main approaches currently being pursued to modulate the FGL2 cRIIB pathway for clinical benefit: (1) development of rFGL2 (monomeric and oligomeric) to inhibit immune responses; (2) expansion of TIGIT+ Treg expressing high levels of FGL2, which would represent a cellular therapy for transplantation and autoimmune disease; and (3) development of anti-FGL2 monoclonal antibodies to inhibit FGL2 signaling and enhance immune responses in cancer and chronic infections. DC, dendritic cell; PVR, poliovirus receptor; rFGL2, recombinant FGL2; TIGIT, T cell immunoreceptor with Ig and ITIM domains; Treg, regulatory T cell.Rambam Maimonides Medical JournalJuly 2015 Volume 6 Issue 3 eTreg and FGL2 in Alloimmunity and Autoimmunity chronic viral disease as well as parasitic infections. This therapy may hold the potential for using the host immune response against parasites and viruses as opposed to current antiviral and anti-helminthic drugs. Furthermore, patients with impaired immune systems may benefit from anti-FGL2 antibody therapy as an adjuvant to improve immune responses to vaccines. Potential therapies based on modulating the FGL2 cRIIB pathway are highlighted in Figure 5. In conclusion, the FGL2 cRIIB pathway is a critical immunoregulatory pathway that is involved in alloimmunity, autoimmunity, chronic infections, and cancer. Therapies based on either augmenting or inhibiting this pathway hold great promise in treating these diverse medical Sulfatinib web conditions.
Suzannah BiernoffMEDICAL ARCHIVES AND DIGITAL CULTUREWhen BioShock was NS-018 msds released in 2007, reviewers praised the moral complexities of the narrative and the game’s dystopian vision of what Ayn Rand dubbed the “virtue of selfishness”. What critics overlooked was the extent to which the disturbingly realistic artwork and musical score relied on found images and sound, including a recording of distressed breathing from a physician’s website, and digitised First World War medical photographs of soldiers with facial injuries. This article examines the implications of these acts of appropriation from a range of critical perspectives including Susan Sontag’s commentary on the representation of suffering; recent literature on the ethics of computer games; and an online discussion forum in which players of BioShock discuss the moral “grey areas” of the game. In 1997 the Hayward Gallery in London put on a touring exhibition called The Quick and the Dead: Artists and Anatomy. In the book accompanying the exhibition Ludmilla Jordanova reflected on the points of contact and dissonance between these two pursuits, art and anatomy: a history encapsulated in the title of her essay, “Happy Marriages and Dangerous Liaisons”. The study and representation of the human body has, since the Renaissance, been constrained by practical and moral considerations — a limited supply of cadavers, the politics of patronage, codes of decorum governing the circumstances in which a naked or dead body could be seen or depicted — but it is only in the last forty or so years that artists have openly exploited the subversive potential of medical themes and images. “Indeed”, writes Jordanova, “in recent decades, medicine has supplied the materials with which artists can openly explore the troubling, unsettling aspects of bodily phenomena” (101). This article concerns one such troubling liaison between medicine and art, although it is true that computer games are not often described as ar.Geting the FGL2 cRIIB Pathway. There are three main approaches currently being pursued to modulate the FGL2 cRIIB pathway for clinical benefit: (1) development of rFGL2 (monomeric and oligomeric) to inhibit immune responses; (2) expansion of TIGIT+ Treg expressing high levels of FGL2, which would represent a cellular therapy for transplantation and autoimmune disease; and (3) development of anti-FGL2 monoclonal antibodies to inhibit FGL2 signaling and enhance immune responses in cancer and chronic infections. DC, dendritic cell; PVR, poliovirus receptor; rFGL2, recombinant FGL2; TIGIT, T cell immunoreceptor with Ig and ITIM domains; Treg, regulatory T cell.Rambam Maimonides Medical JournalJuly 2015 Volume 6 Issue 3 eTreg and FGL2 in Alloimmunity and Autoimmunity chronic viral disease as well as parasitic infections. This therapy may hold the potential for using the host immune response against parasites and viruses as opposed to current antiviral and anti-helminthic drugs. Furthermore, patients with impaired immune systems may benefit from anti-FGL2 antibody therapy as an adjuvant to improve immune responses to vaccines. Potential therapies based on modulating the FGL2 cRIIB pathway are highlighted in Figure 5. In conclusion, the FGL2 cRIIB pathway is a critical immunoregulatory pathway that is involved in alloimmunity, autoimmunity, chronic infections, and cancer. Therapies based on either augmenting or inhibiting this pathway hold great promise in treating these diverse medical conditions.
Suzannah BiernoffMEDICAL ARCHIVES AND DIGITAL CULTUREWhen BioShock was released in 2007, reviewers praised the moral complexities of the narrative and the game’s dystopian vision of what Ayn Rand dubbed the “virtue of selfishness”. What critics overlooked was the extent to which the disturbingly realistic artwork and musical score relied on found images and sound, including a recording of distressed breathing from a physician’s website, and digitised First World War medical photographs of soldiers with facial injuries. This article examines the implications of these acts of appropriation from a range of critical perspectives including Susan Sontag’s commentary on the representation of suffering; recent literature on the ethics of computer games; and an online discussion forum in which players of BioShock discuss the moral “grey areas” of the game. In 1997 the Hayward Gallery in London put on a touring exhibition called The Quick and the Dead: Artists and Anatomy. In the book accompanying the exhibition Ludmilla Jordanova reflected on the points of contact and dissonance between these two pursuits, art and anatomy: a history encapsulated in the title of her essay, “Happy Marriages and Dangerous Liaisons”. The study and representation of the human body has, since the Renaissance, been constrained by practical and moral considerations — a limited supply of cadavers, the politics of patronage, codes of decorum governing the circumstances in which a naked or dead body could be seen or depicted — but it is only in the last forty or so years that artists have openly exploited the subversive potential of medical themes and images. “Indeed”, writes Jordanova, “in recent decades, medicine has supplied the materials with which artists can openly explore the troubling, unsettling aspects of bodily phenomena” (101). This article concerns one such troubling liaison between medicine and art, although it is true that computer games are not often described as ar.