![]() ![]() Physical access provided, please contact Ana Enriquez at 81 or in advance of your participation or visit. If you anticipate needing any type of accommodation or have questions about the ![]() Penn State encourages qualified persons with disabilities to participate in its programs and activities. #Patterno library psu fullAfter an overview from Ana, workshop participants will work in small groups to address hypothetical copyright questions and then debrief their responses as a full group. Have you ever run into copyright questions when publishing your scholarship? How can you obtain permission to use someone else’s images or figures? When can you use those images or figures without permission? What permission is necessary for use of archival or museum materials? Join Ana Enriquez, Scholarly Communications Outreach Librarian, for a workshop on these and other questions. Thursday, Nov.1, 2- 3 p.m., Pattee Library, W-315 - Register HERE Fall 2018 Scholarly Communications workshops This entry was posted in News on Octoby Jennifer Ann Cifelli. Sponsored by the Penn State Department of Germanic and Slavic Languages and Literatures, Center for Global Studies, the Patterno Library, Penn State Students in Russian The film is in Russian with English subtitles. ![]() #Patterno library psu freeThe event is free and open to the public. Outstanding Artistic Achievement in Category “Camera” (Yerevan, Armenia)īest Film at the 46th Chicago International Film Festival. Winner of numerous international awards, including: How-I-ended-this-summer_final_poster-2f40ps0 Pavel receives an important radio message and is still trying to find the right moment to tell Sergei, when fear, lies and suspicions start poisoning the atmosphere…” -summary by the Koktebel Film Company (source: ). “A polar station on a desolate island in the Arctic Ocean. Sergei, a seasoned meteorologist, and Pavel, a recent college graduate, are spending months in complete isolation on the once Wednesday, October 24, 6:15 pm, Foster Auditorium, 102 Paterno Library ![]()
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![]() ![]() And since builds rely on mad Perk luck (if you have all perks, and you draw 2 per level up, your odds of getting a Wand perk or NOT getting a non-wand weapon perk are just abysmal)Īlchemy: 80/88/96/104/120 Skill: Sacrifice (Cooldown: 30s) – Spend 5% max Health to boost Damage and Fire Rate, and expend no mana for about 7~8 seconds. Slow and steady costs you the mana you need to use your weapons.Īgain, unless you want to go for a Wand-based build, or plan to go Wand-Only into a dungeon, he just has nothing. ![]() Hard to kill, but it’s just as hard for him to dish it out. Jacob had a damage reduction, but Glyndor is the real glacial fighter. What all this means if that Glyndor is constantly rushing to have mana for the next fight, while each fight takes forever. If you’re smart, you’ll notice that this 20% buff means that he gets relatively the same amount of HP from each potion as a 100 HP character would. You know, the HP he won’t lose from being invulnerable about 1/6th of the time. He has poor Mana, he gets less mana, and he constantly drops it, AND his Active costs MORE MANA. So he’s tanky, and with his ability, he becomes tankier. +20% HP and a invulnerability is a WEIRD combo. The mana drain alone kills any draw he might have. The Specialist Perks concel out his constant drain. If you want to use literally ANY mana based weapon, just cry yourself to sleep. If you want a Wand build, this man will do you nice. However, any damage you WOULD have taken is dealt to your mana anyway. ![]() Alchemy: 100/110/120/130/150 Skill: Shell (Cooldown: 30s) – Become invulnerable to all damage for 5 seconds. ![]() ![]() ![]() Drivers are responsible for knowing his or her way around pedestrians and traffic in a safe manner. #RICHMOND CALIFORNIA DRIVERS TEST DRIVER#Rules for driving safely on a pedestrian crosswalk is important for every driver to learn. The CA written driver’s test includes questions about traffic signals, so be sure to test yourself beforehand with a DMV.com FREE practice exam. Not to mention, you will get a ticket with a hefty fine if caught running a red light. Responding to traffic signals in the proper way is essential for safe driving. Sample Practice Exams from DMV.com are a clear-cut way to learn how much you know about the official written test that awaits. You can test yourself with the free online practice exam here. Mastering the rules of the road, dealing with pedestrians, crosswalks, intersections and roundabouts is all a part of becoming a licensed California driver. To pass the DMV driver’s test, you need to know these laws and regulations. Traffic laws create safe and responsible driving situations. Learn how you will be asked about traffic regulations, road signs and specific driving situations by taking the DMV.com free practice test. The free sample driving test questions are created using the DMV drivers manual, and the content is similar to the real written exam. Our FREE practice driver’s test covers relevant sections featured in the California DMV Driver’s Handbook. Studying for the DMV written exam can be stressful – you want to pass on your first time! DMV.com is keeping it simple by offering a FREE Practice Test. ![]() ![]() ![]() If you do not allow the lasagna to rest, the sauce will simply sit on top of the noodles and the dish will be dry and bland. This process is known as hydration and it is essential to the dish. Lasagna needs to rest to allow the sauce to properly absorb into the noodles. However, it will not be as firm and the flavors will not be as well developed. If you can’t wait that long, Lasagna can be served after about 10 minutes of cooling time. This will give the dish time to cool slightly and will also allow the flavors to meld together. Read Also: Can You Put Nespresso Pods In A Keurig? So, how long should lasagna sit after taking out of oven? For best results, lasagna should sit for about 15-20 minutes after being removed from the oven. ![]() If you cut into lasagna too soon, it can be difficult to get clean slices and the dish may be overly wet. This allows the dish to cool slightly and allows the flavors to meld together. While there are many different ways to make lasagna, the dish is typically baked in the oven.Īfter lasagna is baked, it is important to let it sit for a bit before cutting and serving. #Lasagna rest time professional#It is a popular dish for both home cooks and professional chefs alike. Lasagna is a classic Italian dish that is typically made with layers of pasta, sauce, and cheese. How long should lasagna sit after taking out of oven? This will allow the lasagne to rest and set slightly, making it easier to cut into neat slices. However, if you must wait, aim to wait no longer than 15-20 minutes before serving. In fact, it is best to serve lasagne shortly after it is done cooking. When it comes to lasagne, there is no need to wait too long before slicing and serving. How long can you let lasagna sit before baking.Do you have to boil lasagna noodles before baking?.Should lasagna rest covered or uncovered?.How long should lasagna sit after taking out of oven?.So next time you make lasagna, be sure to give it some time to rest before you dig in. After an hour, the lasagna will start to dry out, so you don’t want to let it rest for too long. ![]() This will give the sauce and cheese time to set and the pasta time to absorb the flavors. Ideally, you should let lasagna rest for at least 30 minutes, but no more than an hour. If you don’t let it rest, you’ll end up with a runny mess. This is because the sauce and cheese need time to set and the pasta needs time to absorb the flavors. Most people don’t realize that lasagna needs time to rest before it’s served. This gives the sauce time to thicken and the flavors time to develop. That’s why it’s important to let lasagna rest for at least 30 minutes before serving. These ingredients need time to meld together and create a rich, flavorful dish. Most lasagnas are made with hearty ingredients like ground meat, tomatoes, and full-fat cheeses. ![]() ![]() As the game has no spoken dialogue, it conveys the characters speaking in a garbled language. Audio for the game is an electronic ambient 80’s inspired soundtrack with lots of sci-fi sounds that fit the game well. The game does not support a colorblind mode, but it is not needed as the game colors are very easily distinguishable. In our playtesting, we did not encounter any visibility issues with the game graphics, and there was nothing offensive in the presentation of RunGunJumpGun. The game graphics, from the main character, in game objects, backgrounds to general gaming are very easy to see on the 6” Nintendo Switch screen, and even easier to see on a larger monitor. ![]() If anything, the text language is much like you would see on Cartoon Network during the day. The game uses text to tell the story, and there is no type of offensive or foul language. The Game Visuals are inspired by an 8-bit style in which everything looks very retro. Most levels are only about 30-90 seconds in length, and you are only allowed to be hit twice before you must reset that specific level – but “resetting” doesn’t mean reloading, it’s just a quick rewind to your last checkpoint. You have a minigun that lifts you when you shoot it at the floor (think of it as a jetpack) and shooting forward to take out enemies and other obstacles in your path. Gameplay is very simple in this game collect the Atomik in each level while avoiding, saws, lasers, enemies, and other objects that are in your way. ![]() Did we mention yet that you only need to use two buttons to play the game? General Gameplay The gameplay is all about surviving, collecting and proceeding to the next level. In this 2D action platformer, you pilot a person that has to go from system to system collecting “Atomiks”. ![]() Run, Gun, Jump, and Gun again in this intense platformer that is Atomik: RunGunJumpGun. ![]() ![]() ![]() The interaction between RIG-I and MAVS at MAM is critical for triggering IFNβ induction. We have previously identified that activated RIG-I will then redistribute to the mitochondrion-associated membrane (MAM) through interaction with mitochondrial chaperone protein 14-3-3ε via the CARDs of RIG-I. Once bound on the RNA with 5’-triphosphate (5’-ppp) or short dsRNA, a conformational change of RIG-I will occur, and the C-terminus repressor domain (RD) of RIG-I will release the CARDs for interactions with accessory proteins for redistribution and then interaction with downstream signaling molecules. The molecular mechanisms of RIG-I activation have been extensively studied in the past decade. The N-terminus caspase activation and recruitment domains (CARDs) function as the activation domain to directly interact with the CARD of downstream adaptor protein MAVS, of which interaction is critical for the activation of the type I interferon signaling pathway. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.Ĭompeting interests: The authors have declared that no competing interests exist.Īmong the RIG-I-like Receptor (RLR) family, RIG-I and MDA5 share a number of structural similarities, and both of them include three distinct domains. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.ĭata Availability: All relevant data are within the paper and its Supporting Information files.įunding: Supported by MOST (Ministry of Science and Technology, R.O.C, ) grant MOST 104-2320-B-002-057, MOST 105-2628-B-002-014-MY3 and by NHRI (National Health Research Institutes, ) grant NHRI-EX106-10417SC, NHRI-EX107-10417SC. Received: Accepted: JanuPublished: February 11, 2019Ĭopyright: © 2019 Lin et al. PLoS Pathog 15(2):Įditor: Mehul Suthar, Emory University, UNITED STATES Viral proteins which antagonize 14-3-3η to impair MDA5-dependent antiviral signaling may be suitable targets for antiviral therapy or be modified to generate potential vaccine strains.Ĭitation: Lin J-P, Fan Y-K, Liu HM (2019) The 14-3-3η chaperone protein promotes antiviral innate immunity via facilitating MDA5 oligomerization and intracellular redistribution. These findings reveal a novel component which participating in the control system of MDA5-dependent signaling pathway. The lack of 14-3-3η in host cells leads to the kinetically-delayed oligomerization of MDA5, which is a key steps of the activation of MDA5-mediated anti-viral signaling pathway. Our results suggested that the activation of MDA5 is promoted by the chaperone protein 14-3-3η. Besides, the establishment of well functional adaptive immune response to viruses is depending on the timely activation of innate immune antiviral signaling pathway. During viral infection RIG-I-like receptors (RLRs), including MDA5, play essential roles in initiating type I interferon signaling pathway and preventing virus infection or replication in host cells. In this study, we utilized biochemistry and molecular biology approaches to defines the molecular mechanisms by which melanoma differentiation-associated protein 5 (MDA5), a cytoplasmic RNA helicase and pattern recognition receptor molecule, is regulated by 14-3-3η to govern its innate immune signaling activity. In conclusion, our results uncover a novel function of 14-3-3η to promote the MDA5-dependent IFNβ induction pathway by reducing the immunostimulatory potential of viral dsRNA within MDA5 activation signaling pathway. We also demonstrated that 14-3-3η is essential in boosting the activation of MDA5-dependent antiviral innate immunity during viral infections. Consequently, the MDA5-dependent IFNβ promoter activities as well as IFNβ mRNA expression level were also decreased in the 14-3-3η knocked-down cells. Knock-down of 14-3-3η in Huh7 cells impaired and delayed the kinetics of MDA5 oligomerization, which is a critical step for MDA5 activation. We found that several 14-3-3 isoforms may interact with MDA5 through the CARDs (N-MDA5), but 14-3-3η was the only isoform that could enhance MDA5-dependent IFNβ promoter activities in a dose-dependent manner. Here we show that 14-3-3η is an essential accessory protein for MDA5-dependent type I IFN induction. However, the molecular mechanisms of MDA5 activation remain less understood. Upon RNA ligand stimulation, we observed the redistribution of MDA5 from the cytosol to mitochondrial membrane fractions. MDA5 belongs to the RIG-I-like receptor family and plays a non-redundant role in recognizing cytoplasmic viral RNA to induce the production of type I IFNs. ![]() ![]() ![]()
![]() However it also has the visual polish and smooth UI to make it accessible to a new generation of gamers.ĭevelopment of Jupiter Hell started in 2013, but on a part-time basis and with a smaller scope. It combines turn-based combat with procedural levels and the constant threat of permadeath to make an addictive and highly replayable game. In gameplay terms Jupiter Hell is a classic roguelike, with tactical game mechanics core to the experience. All to the shine of CRT monitors and the tune of heavy metal! The game challenges the player to rip and tear undead, demons and unmentionable monstrosities, using classic weaponry including shotguns, railguns and the trusty chainsaw. Set on the moons of Jupiter, the game pits a lone space marine against overwhelming demonic forces. It's strange to think that there could be a game like DOOM but in a strategy-turn-based format, but alas, Chaosforge has managed to make Jupiter Hell Rip and Tear with the best.Jupiter Hell is a roguelike game in a 90's flavored sci-fi universe. Having a hybrid system, you can play it how you see fit. You want to blast your way through it like a traditional isometric shooter, but if you do, you'll get obliterated, yet it's entirely possible. Jupiter Hell is not without faults, but it has been a while since I've come across a game of this brutality. No analog movement means tapping the d-pad/arrow keys a thousand times per level. The cover system is mediocre due to the procedurally generated maps. With multiple builds, you can create alongside an array of weapons at your side. Due to the one-turn buffs, it's easy to forget what you have and don't have. #JUPITER HELL LEVELS HOW TO#Learning how to get to certain levels is part of the charm of survival. Many levels have alternate secrets levels you can access. ![]() It is unforgiving, which will put a few people off but will also gain a hefty following. It has plenty of content, from unlocking trials and challenge missions, for those who want more brutality. The combat system is the game's finest mechanic. #JUPITER HELL LEVELS MANUAL#That manual target is better than automatic targeting in some situations. Learn that being close to a door will give you cover, and you can lean out to shoot. It takes no prisoners and will hammer you down until you start learning how combat works. This is a game where it hopes you don't mind dying over and over again, because that's exactly what will happen. But if you so wish, you can attempt to blast through it without waiting and see how well you do. It's rather jarring to get your head around at first, but eventually, you'll get used to it and start thinking several steps ahead. It's like fighting Shadow Link in Zelda: Ocarina of Time, except the whole way through. The combat system simplifies to this: during your action, your enemies can take action, but only during your actions. The gameplay is more akin to playing a game of chess, but when you move a piece/act, it turns into real-time until you've executed your next move. #JUPITER HELL LEVELS FULL#To be clear: combat is not an RPG turn-based system of waiting for one enemy to take a full round of movement, until the next turn reverts back to you. Yet, when you perform an action, (which could be to move, reload, use a medikit, or shoot) as that act is happening, time will progress in real-time until your move has been completed. If you don't move or do anything during combat, the game will freeze-nothing will occur. When I say turn-based, it's really turn-based with a twist. You have three classes to choose from, all extremely different, along with a Fallout trait level-up system. There are currently four moons to get through, and each moon has seven levels-apart from the final moon, which is shorter but features a brutal final boss. ![]() You navigate through enemy-infested levels, collecting ammo, new weapons, all while attempting to survive. Jupiter Hell is a turn-based roguelike shooter, very much inspired by the DOOM franchise. ![]() ![]() There's plenty of funny animations, places to explore, weird characters to meet, and hidden Easter eggs to find. JP: Botanicula is more casual and not as challenging as Machinarium, but on the other hand, it plays faster and more fluidly. What can players expect to see in Botanicula that they haven't seen in the team's other games? With Botanicula, I wanted to create a game that will be faster and have more locations to explore. I like the visual aspect and playfulness of both games, but I always wanted Samorost to be longer game and Machinarium to be less difficult, so I can continue to the next location quickly. #Botanicula first level how toFrom these games I learned how to actively connect a viewer with the picture, how to create a puzzle, and more. JP: Both Samorost and Machinarium were huge source of inspiration for me. What lessons are you taking from Amanita Design's previous adventure games, like Machinarium or Samorost? We also love animated films, and adventure games are somewhere between films and games they are like interactive animated movies, which is perfect - there's something from both. Jakub Dvorsky: Adventure games are perfect genre if you are looking for a slow paced game where the narrative and atmosphere are essential. What drives Amanita Design to the adventure game genre? What about it do you find most appealing? Soon, I came up with a simple story about a little seed and plant-like characters and started to design all the small details inspired by this real garden. #Botanicula first level fullFinally, after some close cooperation with Amanita and Jakub, Botanicula began to evolve into a point-and-click adventure game with gameplay similar to previous Amanita's games.Īs for the thematic inspiration, I was fascinated with an old garden full of aged trees in South Bohemia, where I was on holiday and I immediately started to think about making a game based on similar setting. This plan came about because I thought about the project mainly as a designer or an animator. #Botanicula first level movieIn the beginning, Botanicula was like an interactive animated movie - like a huge maze, where the viewer - or rather, the player - can determine the future turn of events, just by choosing between A or B. JP: At the beginning, I just had an indefinite plan to create a game and follow my previous experiments, such as the small game Shy Dwarf. How did you come up with the concept for the game? ![]() It has gone from preliminary sketches and visual style experiments to now, when the game is nearly finished. JP: Botanicula has been in development for two and a half years already. Until this collaboration, I worked mostly on animated movies, and I realized it's possible to create original and unique computer games that have narrative and expression equal to animated movies or graphic novels. It was Amanita that actually showed me how to create a game. Jara Plachy: I started to work on games when I was hired by friends from Amanita Design to create some animations for Machinarium, and I really enjoyed working on the project. The game's unique aesthetic has earned it a nomination for an Excellence in Visual Art award at this year's IGF.Īs part of our ongoing series of Road to the IGF interviews, Gamasutra spoke with animator Jara Plachy and Amanita Design co-founder Jakub Dvorsky to learn more about Botanicula, and how the studio's previous titles have informed the team's approach to adventure game design. Now, the studio is working on Botanicula, a new point and click adventure game that continues the team's legacy of lovingly-crafted visuals and minimalistic storytelling techniques. Hailing from the Czech Republic, Amanita Design has made a distinct impression on the indie game scene with its visually striking, imaginative adventure games such as Machinarium and Samorost 1 and 2. ![]() |
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