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Humans are exposed to a variety of environmental mycobacteria (EM), and most children are inoculated with live Bacille Calmette-Gurin (BCG) vaccine. In addition, most of the world's population is occasionally exposed to human-borne mycobacterial species, which are less abundant but more virulent. Although rarely pathogenic, mildly virulent mycobacteria, including BCG and most EM, may cause a variety of clinical diseases. Mycobacterium tuberculosis, M. leprae, and EM M. ulcerans are more virulent, causing tuberculosis, leprosy, and Buruli ulcer, respectively. Remarkably, only a minority of individuals develop clinical disease, even if infected with virulent mycobacteria. The interindividual variability of clinical outcome is thought to result in part from variability in the human genes that control host defense. In this well-defined microbiological and clinical context, the principles of mouse immunology and the methods of human genetics can be combined to facilitate the genetic dissection of immunity to mycobacteria. The natural infections are unique to the human model, not being found in any of the animal models of experimental infection. We review current genetic knowledge concerning the simple and complex inheritance of predisposition to mycobacterial diseases in humans. Rare patients with Mendelian disorders have been found to be vulnerable to BCG, a few EM, and M. tuberculosis. Most cases of presumed Mendelian susceptibility to these and other mycobacterial species remain unexplained. In the general population leprosy and tuberculosis have been shown to be associated with certain human genetic polymorphisms and linked to certain chromosomal regions. The causal vulnerability genes themselves have yet to be identified and their pathogenic alleles immunologically validated. The studies carried out to date have been fruitful, initiating the genetic dissection of protective immunity against a variety of mycobacterial species in natural conditions of infection. The human model has potential uses beyond the study of mycobacterial infections and may well become a model of choice for the investigation of immunity to infectious agents.
Rationale: Respiratory virus infections are associated with chronic obstructive pulmonary disease (COPD) exacerbations, but a causative relationship has not been proven. Studies of naturally occurring exacerbations are difficult and the mechanisms linking virus infection to exacerbations are poorly understood. We hypothesized that experimental rhinovirus infection in subjects with COPD would reproduce the features of naturally occurring COPD exacerbations and is a valid model of COPD exacerbations.
Methods: We used experimental rhinovirus infection in 13 subjects with COPD and 13 nonobstructed control subjects to investigate clinical, physiologic, pathologic, and antiviral responses and relationships between virus load and these outcomes.
Measurements and main results: Clinical data; inflammatory mediators in blood, sputum, and bronchoalveolar lavage; and viral load in nasal lavage, sputum, and bronchoalveolar lavage were measured at baseline and after infection with rhinovirus 16. After rhinovirus infection subjects with COPD developed lower respiratory symptoms, airflow obstruction, and systemic and airway inflammation that were greater and more prolonged compared with the control group. Neutrophil markers in sputum related to clinical outcomes and virus load correlated with inflammatory markers. Virus load was higher and IFN production by bronchoalveolar lavage cells was impaired in the subjects with COPD.
Conclusions: We have developed a new model of COPD exacerbation that strongly supports a causal relationship between rhinovirus infection and COPD exacerbations. Impaired IFN production and neutrophilic inflammation may be important mechanisms in virus-induced COPD exacerbations.
SMPL is a realistic 3D model of the human body that is based on skinning and blend shapes and is learned from thousands of 3D body scans. This site provides resources to learn about SMPL, including example FBX files with animated SMPL models, and code for using SMPL in Python, Maya and Unity.
We present a learned model of human body shape and pose-dependent shape variation that is more accurate than previous models and is compatible with existing graphics pipelines. Our Skinned Multi-Person Linear model (SMPL) is a skinned vertex-based model that accurately represents a wide variety of body shapes in natural human poses. The parameters of the model are learned from data including the rest pose template, blend weights, pose-dependent blend shapes, identity-dependent blend shapes, and a regressor from vertices to joint locations. Unlike previous models, the pose-dependent blend shapes are a linear function of the elements of the pose rotation matrices. This simple formulation enables training the entire model from a relatively large number of aligned 3D meshes of different people in different poses. We quantitatively evaluate variants of SMPL using linear or dual-quaternion blend skinning and show that both are more accurate than a Blend-SCAPE model trained on the same data. We also extend SMPL to realistically model dynamic soft-tissue deformations. Because it is based on blend skinning, SMPL is compatible with existing rendering engines and we make it available for research purposes.
My dream would be Shapr3D to have, built-in, a feature to generate a rough human body where you input a bunch of dimensions (like overall height & width, limits of legs and neck, length of arms, size of head), and you can integrate it into your design, with the ability to flex the different body parts to fit into your design.
Here is my most recent work. Basic modeling done with Zspheres. I would really appreciate some advice on how to correct the problems with gaps between fingers- you can see below how truly unnatural they look. If there are any suggestions on how to improve this, go on.
try adding another zsphere at the wrist and make the zsp for the palm bigger and reduce the 1st zsphere to all the fingers basically the one that make the knukle, something like the attaches, left large for clarity OK.
Great advice, thanks everyone.
I will do some models with hands soon and try out these techniques. I understand now that my mistake was to attach all the finger zspheres to one parent thus overloading it. I do even remeber something like that written in one of the tutorials I had found earlier. Anyways, thanks for help again.
Hi again and this now is the model I was talking about earlier. I call him Gravekeeper and hes definetely still WIP. If someone has played Fable TLC, they could know where the character is borrowed from. I tried to keep at least a weak resemblance and did the hands after the proportions commonly used in the game- maybe thats why I even turned to this character. I hope that now my model has improved hands and I look into adding some texture as well.
Hi all, I am designing a glove for sailing.
For this I need a 3D model of a hand to work from.
I have tried to download various models online but they are either the wrong file type or not a realistic looking hand. I want to work from a SubD and downloading meshes is very unhelpful.
If anyone has a model of a human hand that I could download or any other resources to find one please let me know!
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Almost all business problems that we are brought to solve as Consultants involve a human element. No business problem can be solved in a vacuum. It requires interaction and that too at a deeper level with people. The world is moving more and more to be digitized with things like IoT, AI, Robotics, NLP, etc. But, with all the focus on technology and automation, the true human touch is often overlooked. This is why paying attention to the human element is as important, if not more important, than purely focusing on the business element.
No matter what it is called, the model is pretty straight-forward. There are two sides to every interaction and unless we pay attention to the human element, we are not going to be holistic in our approach. More importantly, interacting with our clients on the human element is what is going to build lasting relationships. What does this mean for us as Consultants? How can we apply this model to our interaction with our clients?
Everything outlined above are basic but sometimes we try to focus on the business complexities that we forget about the basics, which often end up being the human side of the equation. A little extra effort and attention, even a little bit, can make a huge difference in creating extraordinary results. If we put our clients first, connect with them at the human level, we will go a long way in building lasting relationships that is built on mutual respect and trust.
Designed to aid vehicle safety technologies' research and development, and developed in cooperation with Toyota Central R&D Labs., Inc., THUMS was the world's first virtual human body model software when it launched in 2000. It enabled simulation and analysis of injuries caused in vehicle collisions. Since then, and up until the latest Version 6 was released last year, it has continually evolved to add a range of models with different genders, ages and physiques that include skeletal structures, brains, internal organs, and muscles. Compared to the physical crash dummies commonly used in vehicle collision tests, THUMS is able to analyze collision-related injuries in more detail, because it precisely models the shapes and durability of human bodies. Conducting simulations on computers also enables repeated analysis of a range of different collision patterns, while it can dramatically reduce development lead times and costs associated with collision testing.
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