Tuesday, June 03, 2025

 

Microscopic life inhabiting glacial habitats on the Tibetan Plateau





KeAi Communications Co., Ltd.
Graphical abstract 

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Graphical abstract

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Credit: Jiajie Xu, et al.





Glaciers are important regulators of the Earth's climate system, affecting the hydrological cycle, energy balance and the development of downstream ecosystems. Other than the polar regions, the Tibetan Plateau stands as the region with the largest glacier area, earning it monikers such as  “Water Tower of Asia” and “the Third Polar Region”. In spite of its great importance, however, human activities have caused increased glacier retreat, potentially impacting downstream environmental balance.

“Glaciers contain a variety of habitats including ice, snow, cryoconite, and deglaciated soil that harbor rich microbial communities — the main bearers of glacial life activities,” says Sang Ba, corresponding author of a new review on the topic published in Water Biology and Security. “We wanted to open a microbial perspective-driven window for researchers to protect the glacial habitats of the Tibetan Plateau.”

To that end, they have synthesized studies on the interactions between microbial communities and the intra- and extra-glacial ecosystems of the Tibetan Plateau., and found that exogenous microorganisms can be deposited on the glacier by atmospheric circulation.

“The special geo-climatic characteristics of glaciers may have prompted these microorganisms to adapt to this extreme environment through evolution and cooperation. These microorganisms are involved in the cycling of biogenic elements in glaciers, providing feedback to the Earth's ecosystem,” explains Ba.

However, increased environmental pollution may affect the glacier microorganisms. Some pollutants synergize with climate warming to accelerate glacial melting, with meltwater carrying microorganisms, nutrients, and pollutants into downstream ecosystems, which may have far-reaching impacts on downstream ecosystems and the global climate.

“Reducing source pollution, strengthening international cooperation, implementing long-term monitoring, developing predictive models, and tapping into special microorganisms are the way forward in guarding the clean land of the Tibetan Plateau glaciers in the future,” says Ba.

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Contact the author: Sang Ba; Provincial Level of Mitika Wetland Ecosystem Observation and Research Station in Tibet Autonomous Region, Tibet University; basang2003@utibet.edu.cn

The publisher KeAi was established by Elsevier and China Science Publishing & Media Ltd to unfold quality research globally. In 2013, our focus shifted to open access publishing. We now proudly publish more than 200 world-class, open access, English language journals, spanning all scientific disciplines. Many of these are titles we publish in partnership with prestigious societies and academic institutions, such as the National Natural Science Foundation of China (NSFC).

 

A body-mapping study of nail technicians’ occupational health and lived experiences




KeAi Communications Co., Ltd.

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Fig.

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Credit: Reena Shadaan





There is a growing body of evidence on the occupational health experiences of nail technicians, which can include musculoskeletal aches and pains (linked to poor ergonomic design), adverse respiratory, dermal, and ocular health impacts (linked to chemical exposures), worries about cancer and reproductive health (linked to long-term chemical exposures), and various digestive and neurological symptoms (linked to workplace stressors). While these studies contribute to work towards safe worksites, they may inadvertently reduce nail salons to sites of hazards and harms, as well as obscure the complexities of nail technicians ’relationships to their work.

In partnership with the Toronto-based Parkdale Queen West Community Health Centre's Nail Salon Workers Project, Dr. Reena Shadaan facilitated an arts-based approach to understand nail technicians'relationships to their work – beyond occupational hazards.

“In the context of occupational health, looking at hazards is important. That's how we understand what's wrong and what needs to be addressed,” shares Shadaan. “However, a focus on the hazards alone erases the complexities of nail salon-based work and nail technicians. This can mean that a partial picture is interpreted as the whole picture, but hazards alone don't exclusively define this work or these workers.”

From February 2024 to May 2024, 19 Toronto-based nail technicians visualized their experiences of work and health on life-sized body-maps. Using various visual and textual elements, the body-maps highlight multiple layers of emotion—in the nail technicians’framing of their work experiences, in their labor as beauty service workers, and in their body-map creation processes. Moreover, their narratives illustrate how their work conditions are consequential to other aspects of their life, such as their social health.

 “The arts-based body-maps allow for a more comprehensive understanding of nail technicians experiences as workers, says Shadaan. “They illustrate the occupational hazards and resultant bodily harms, but also the joys, such as in creative work and in interacting with long-time clients, as well as nail technicians’hopes and dreams for the future.”

Shadaan published this work in the KeAi journal Qualitative Research in Medicine and Healthcare.

 

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Contact the author: Reena Shadaan, Technoscience Research Unit and Acceleration Consortium, University of Toronto, Institute for Work and Health, reena.shadaan@utoronto.ca

The publisher KeAi was established by Elsevier and China Science Publishing & Media Ltd to unfold quality research globally. In 2013, our focus shifted to open access publishing. We now proudly publish more than 200 world-class, open access, English language journals, spanning all scientific disciplines. Many of these are titles we publish in partnership with prestigious societies and academic institutions, such as the National Natural Science Foundation of China (NSFC).

 

 

The use of commercial video games helps students to learn basic programming




Research detects an increase in the confidence of students who play and recommends establishing certain didactic guidelines to reinforce the games' beneficial effect



Universitat Oberta de Catalunya (UOC)





In an increasingly digitized and connected environment, the demand for computer programmers continues to grow and so does the need for training to produce new coding specialists. Often, they are professionals from other sectors who want to switch career path. In these cases, the acquisition of computational thinking and programming skills is of key importance for them to succeed in this process. A study promoted by the Universitat Oberta de Catalunya (UOC) has identified a new teaching resource that can help them achieve this goal: playing certain video games that are available to everyone for pure entertainment.

Joan Arnedo, from the Learning, Media and Entertainment Research Group (GAME) –which is affiliated to the UOC's research unit on culture, creativity, social justice, critical thinking and humanities–, and David García-Solórzano from the STEAM University Learning Research Group (EduSTEAM) –which is affiliated to the UOC's research unit on education and elearning–, who both teach in the UOC's Faculty of Computer Science, Multimedia and Telecommunications, conducted a study with a group of students from the university that demonstrated the usefulness of two commercial video games in reinforcing the confidence of students taking first level Programming courses. The scientific literature had already validated the usefulness of games created expressly for this purpose, known as serious games, but research with games that are available to everyone is not so common.

The study, published in open access in the journal Entertainment Computing, tracked more than 50 UOC students from different backgrounds over a period of six weeks. A significant proportion were studying for the Bachelor's Degree in Computer Engineering, but there were also participants from the Bachelor's Degree in Applied Data Science, the Bachelor's Degree in Telecommunications Technologies and Services Engineering and even the Master's Degree in Video Game Design and Development. The researchers encouraged the students, who were aged between 18 and 63 and had no advanced coding skills, to play the games Human Resource Machine and 7 Billion Humans. "They are two of the most highly rated programming games on the main digital video game distribution platforms", explained Arnedo, "and our hypothesis was that, because of their content, they could be useful for reducing friction in learning in a basic course like 'Fundamentals of programming'. We knew that not everyone would start to get full marks because they'd been playing, but what was interesting to see was whether, for example, the students' confidence in their ability to pass the course was increased, and we saw that this was indeed the case".

Both video games present a scenario in which, after a twist in the script, humans are subordinated to artificial intelligence for which they have to manage a large volume of data and respond to its requests. "These are programming games in which you're presented with puzzles that you have to solve with programming commands, either in pure code or in a more conceptual way. Ultimately, you're using computational thinking, which is what we want to encourage and make accessible to students", the researchers explained.

 

More confidence and better learning through play

During the six weeks that the experiment lasted, the researchers carried out a triple follow-up of the students' progress: they answered questionnaires, completed a self-efficacy test and kept a personal diary where they reflected on the experience. The researchers drew very positive conclusions from the diary: "As I didn't know how to program, I had to work twice as hard but, thanks to the games, I feel that I'm gaining an understanding that I didn't have before and soon I'll be able to catch up with the classes", said one person. "Finding the solution to a problem inspired me a lot and increased my confidence in my abilities", said another. "Every week I notice a progressive improvement, not only in the course, but also in the games. And it's reassuring to see how you improve little by little, because sometimes you don't realize it when you're just studying", added a third.

The analysis of this triple record of results showed that the use of these games as an educational resource had a positive impact on the students' interest and sense of self-efficacy, but it was also seen that, in order to achieve this, some important teaching considerations must be taken into account. The games were well received and valued, even among the bulk of middle-aged students with little free time because of other work and family responsibilities, who considered them useful for the acquisition of computational thinking and problem-solving skills.

Although some of the positive aspects identified in the analysis became less noticeable as the novelty faded, the perception of usefulness remained constant. Indeed, in the second and third weeks some participants stated that thanks to the games they were starting to "think like a computer", which made them aware of their progress in learning to solve programming problems.

 

A new educational resource with some challenges to overcome

However, the researchers also saw that some of the students became trapped and frustrated at some levels without knowing how to move forward. This was especially annoying in the early stages of the course, and happened more often when the learning curve was steeper. "We also detected a degree of frustration because it was a game, i.e. an experience that a priori should just be fun", Arnedo explained. The researchers therefore recommend accompanying this new educational resource with support materials, such as a sheet giving clues or solutions and a guide to coordinate the level of difficulty of the game with the content that is being worked on at that time in the course.

In view of the usefulness of this scheme, the researchers are now considering the possibility of extending their research through a new study, in this case within the Coding School that the UOC has inaugurated this academic year. Since October, the School has been training specialists from scratch in three languages: JavaScript, Python and Java. Courses are structured in six levels, following the model of the Common European Framework of Reference for Languages: A1, A2, B1, B2, C1 and C2. Of these six levels, the first four are already available, and the last two, C1 and C2, will be rolled out over the next few years.

"More than learning the syntax of programming languages, the challenge is to overcome the conceptual challenge of knowing what you want to do, how to solve problems and the steps needed to achieve this. This is the leap that the scientific literature tells us is most difficult for students to make. Using these or other games to achieve it could be interesting, but there are certain obstacles to their deployment at the UOC, such as the issue of licensing, which would have to be resolved before the scheme can be implemented", concluded Joan Arnedo.

 

This project aligns with the UOC's research missions: Lifelong education and Culture for a critical society. Moreover, this research supports Sustainable Development Goal (SDG), in particular SDG 4, Quality Education.

 

Research at the UOC

Specializing in the digital realm, the UOC's research contributes to the construction of future society and the transformations required to tackle global challenges.

Over 500 researchers and more than 50 research groups make up five research units, each with a mission: Culture for a critical societyLifelong educationDigital health and planetary well-beingEthical and human-centred technology and Digital transition and sustainability.

The university's Hubbik platform fosters the development of UOC community knowledge transfer and entrepreneurship initiatives.

The goals of the United Nations 2030 Agenda for Sustainable Development and open knowledge are strategic pillars that underpin the UOC's teaching, research and knowledge transfer activities. For more information, visit research.uoc.edu.

 

First direct observation of the trapped waves that shook the world




University of Oxford
Dickson Fjord 

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Copernicus Sentinel-2 satellite image of the Dickson Fjord in East Greenland. Credit: Thomas Monahan.

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Credit: Thomas Monahan.





In September 2023, a bizarre global seismic signal was observed which appeared every 90 seconds over nine days – and was then repeated a month later. Almost a year later, two scientific studies proposed that the cause of these seismic anomalies were two mega tsunamis which were triggered in a remote East Greenland fjord by two major landslides which occurred due to warming of an unnamed glacier. The waves were thought to have become trapped in the fjord system, forming standing waves (or seiches) that undulated back and forth, causing the mystery signals.

However, up to now no observations of these seiches existed to confirm this theory. Even a Danish military vessel which visited the fjord three days into the first seismic event did not observe the wave which was shaking the Earth.

In the new study, the Oxford researchers used novel analysis techniques to interpret satellite altimetry data. This measures the height of the Earth’s surface (including the ocean) by recording how long it takes for a radar pulse to travel from a satellite to the surface and back again. Up to now, conventional satellite altimeters were not able to capture evidence of the wave due to long gaps between observations, and the fact that they sample data directly beneath the spacecraft, producing 1D profiles along the sea-surface. This makes them incapable of depicting the differences in water height needed to spot the waves.

This study used data captured by the new Surface Water Ocean Topography (SWOT) satellite, launched in December 2022 to map the height of water across 90% of Earth’s surface. At the heart of SWOT is the cutting-edge Ka-band Radar Interferometer (KaRIn) instrument, which uses two antennas mounted on a 10-meter boom on either side of the satellite. These two antennas work together to triangulate the return signals that bounce back from the radar pulse – enabling them to measure ocean and surface water levels with unprecedented accuracy (up to 2.5 meters resolution) along a swath 30 miles (50 kilometers) wide.

Using KaRIn data, the researchers made elevation maps of the Greenland Fjord at various time points following the two tsunamis. These showed clear, cross-channel slopes with height differences of up to two metres. Crucially, the slopes in these maps occurred in opposite directions, showing that water moved backwards and forwards across the channel.

To prove their theory, the researchers linked these observations to small movements of the Earth's crust measured thousands of kilometres away. This connection enabled them to reconstruct the characteristics of the wave, even for periods which the satellite did not observe. The researchers also reconstructed weather and tidal conditions to confirm that the observations could not have been caused by winds or tides.

Lead author Thomas Monahan (DPhil student, Department of Engineering Science, University of Oxford) said: “Climate change is giving rise to new, unseen extremes. These extremes are changing the fastest in remote areas, such as the Arctic, where our ability to measure them using physical sensors is limited. This study shows how we can leverage the next generation of satellite earth observation technologies to study these processes.”

“SWOT is a game changer for studying oceanic processes in regions such as fjords which previous satellites struggled to see into.”

Co-author Professor Thomas Adcock (Department of Engineering Science, University of Oxford) said: “This study is an example of how the next generation of satellite data can resolve phenomena that has remained a mystery in the past. We will be able to get new insights into ocean extremes such as tsunamis, storm surges, and freak waves. However, to get the most out of these data we will need to innovate and use both machine learning and our knowledge of ocean physics to interpret our new results.”

Notes to editors:

The study ‘Observations of the seiche that shook the world’ will be published in Nature Communications at 10:00 AM BST / 05:00 AM ET Tuesday 3 June 2025 at https://www.nature.com/articles/s41467-025-59851-7 (link will go live when the embargo lifts). To view a copy of the paper before this under embargo, contact Professor Thomas Adcock: thomas.adcock@eng.ox.ac.uk

About the University of Oxford

Oxford University has been placed number 1 in the Times Higher Education World University Rankings for the ninth year running, and ​number 3 in the QS World Rankings 2024. At the heart of this success are the twin-pillars of our ground-breaking research and innovation and our distinctive educational offer.

Oxford is world-famous for research and teaching excellence and home to some of the most talented people from across the globe. Our work helps the lives of millions, solving real-world problems through a huge network of partnerships and collaborations. The breadth and interdisciplinary nature of our research alongside our personalised approach to teaching sparks imaginative and inventive insights and solutions.

Through its research commercialisation arm, Oxford University Innovation, Oxford is the highest university patent filer in the UK and is ranked first in the UK for university spinouts, having created more than 300 new companies since 1988. Over a third of these companies have been created in the past five years. The university is a catalyst for prosperity in Oxfordshire and the United Kingdom, contributing £15.7 billion to the UK economy in 2018/19, and supports more than 28,000 full time jobs.

 

New mRNA vaccine is more effective and less costly to develop, Pitt study finds


University of Pittsburgh
Dr. Suresh Kuchipudi, Ph.D. 

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Suresh Kuchipudi, Ph.D., chair, Department of Infectious Diseases and Microbiology, University of Pittsburgh School of Public Health.

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Credit: University of Pittsburgh







PITTSBURGH, JUNE 3, 2025 – A new type of mRNA vaccine is more scalable and adaptable to continuously evolving viruses such as SARS-CoV-2 and H5N1, according to a study by researchers at University of Pittsburgh School of Public Health and the Pennsylvania State University. The study was published today in npj Vaccines.  

Though highly effective at inducing an immune response, current mRNA vaccines, such as those used to prevent COVID-19, present two significant challenges: the high amount of mRNA needed to produce them and the constantly evolving nature of the pathogen.

“The virus changes, moving the goal post, and updating the vaccine takes some time,” said senior author Suresh Kuchipudi, Ph.D., chair of Infectious Diseases and Microbiology at Pitt Public Health.

To address these challenges, the researchers created a proof-of-concept COVID-19 vaccine using what’s known as a "trans-amplifying" mRNA platform. In this approach, the mRNA is separated into two fragments—the antigen sequence and the replicase sequence—the latter of which can be produced in advance, saving crucial time in the event a new vaccine must be developed urgently and produced at scale.

Additionally, the researchers analyzed the spike-protein sequences of all known variants of the SARS-CoV-2 for commonalities, rendering what’s known as a “consensus spike protein” as the basis for the vaccine’s antigen.

In mice, the vaccine induced a robust immune response against many strains of SARS-CoV-2.

“This has the potential for more lasting immunity that would not require updating, because the vaccine has the potential to provide broad protection,” said Kuchipudi. “Additionally, this format requires an mRNA dose 40 times less than conventional vaccines, so this new approach significantly reduces the overall cost of the vaccine.”

The lessons learned from this study could inform more efficient vaccine development for other constantly evolving RNA viruses with pandemic potential, Kuchipudi said. “We hope to apply the principles of this lower-cost, broad-protection antigen design to pressing challenges like bird flu.”

Other authors on the study were Abhinay Gontu, Padmaja Jakka, Ph.D., Maurice Byukusenge, D.V.M., Ph.D., D.A.C.V.M., Meera Surendran Nair, Bhushan M. Jayarao, M.V.Sc., Ph.D., M.P.H., Marco Archetti, Ph.D., and Ruth H. Nissly, Ph.D., all of Pennsylvania State University; and Sougat Misra, Ph.D., Shubhada K. Chothe, Ph.D., M.V.Sc., B.V.Sc., Santhamani Ramasamy, Ph.D., D.A.C.V.M., and Lindsey C. LaBella, all of Pitt.

This research was supported by chair funds from the Huck Institutes of the Life Sciences and Interdisciplinary Innovation Fellowship at the One Health Microbiome Center at Pennsylvania State University.

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About the University of Pittsburgh School of Public Health
Founded in 1948, the University of Pittsburgh School of Public Health is a top-ranked institution of seven academic departments partnering with stakeholders locally and globally to create, implement and disseminate innovative public health research and practice. With hands-on and high-tech instruction, Pitt Public Health trains a diverse community of students to become public health leaders who counter persistent population health problems and inequities. 

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