20 results on '"Corinne Brenner"'
Search Results
2. UrbanRama: Navigating Cities in Virtual Reality.
- Author
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Shaoyu Chen, Fabio Miranda 0001, Nivan Ferreira, Marcos Lage, Harish Doraiswamy, Corinne Brenner, Connor DeFanti, Michael Koutsoubis, Luc Wilson, Ken Perlin, and Cláudio T. Silva
- Published
- 2022
- Full Text
- View/download PDF
3. CAVRN: An Exploration and Evaluation of a Collective Audience Virtual Reality Nexus Experience.
- Author
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Sebastian Herscher, Connor DeFanti, Nicholas Gregory Vitovitch, Corinne Brenner, Haijun Xia, Kris Layng, and Ken Perlin
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- 2019
- Full Text
- View/download PDF
4. UrbanRama: Navigating Cities in Virtual Reality.
- Author
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Shaoyu Chen, Fabio Miranda 0001, Nivan Ferreira, Marcos Lage, Harish Doraiswamy, Corinne Brenner, Connor DeFanti, Michael Koutsoubis, Luc Wilson, Ken Perlin, and Cláudio T. Silva
- Published
- 2021
5. Trailer Brain: Neural and Behavioral Analysis of Social Issue Documentary Viewing with Low-Density EEG.
- Author
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Jason Samuel Sherwin, Corinne Brenner, and John S. Johnson
- Published
- 2016
- Full Text
- View/download PDF
6. Characterizing the structure and content of nurse handoffs: A Sequential Conversational Analysis approach.
- Author
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Joanna Abraham, Thomas George Kannampallil, Corinne Brenner, Karen Dunn Lopez, Khalid F. Almoosa, Bela Patel, and Vimla L. Patel
- Published
- 2016
- Full Text
- View/download PDF
7. GeoForge: investigating integrated virtual reality and personalized websites for collaboration in middle school science
- Author
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Mandë Holford, Corinne Brenner, Kayla DesPortes, and Jessica Ochoa Hendrix
- Subjects
Class (computer programming) ,Instructional design ,05 social sciences ,050301 education ,Collaborative learning ,Library and Information Sciences ,Virtual reality ,050105 experimental psychology ,Computer Science Applications ,Education ,Market segmentation ,Mathematics education ,0501 psychology and cognitive sciences ,Google Cardboard ,Digital learning ,Affordance ,Psychology ,0503 education - Abstract
Purpose This paper aims to describe the design and user testing of GeoForge, a multiple-player digital learning experience for middle school that leverages virtual reality (VR) and individualized websites for learning concepts in planetary science. This paper investigates how specific instructional design choices and features of the technology fostered collaborative behaviors. Design/methodology/approach GeoForge was implemented in 3 middle school classrooms with a total of 220 students. Learners used GeoForge in class in groups of 3–4 to learn about planetary science. A mixed-methods approach examined collaboration using classroom observations, teacher interviews, student surveys and student artifacts. Using Jeong and Hmelo-Silver’s (2016) seven affordances of technology for collaborative learning, this paper identifies ways in which features of GeoForge supported collaborative behaviors. Findings Instructional design which combined VR and the digital science journal (DSJ) helped foster collaboration. Some collaborative behaviors were especially notable in classrooms that did not regularly practice these skills. Segmenting tasks in the DSJ, clarifying instructions to articulate ideas, showing other group members’ responses onscreen and enabling multiuser VR environments contributed to collaborative behaviors and a satisfying learning experience as observed and documented through multiple methods. Originality/value GeoForge successfully integrated VR and personalized websites in a classroom planetary science lesson, an approach which balanced instructional design and logistical challenges while creating opportunities for collaboration.
- Published
- 2021
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8. Evaluating the effectiveness of a virtual reality simulation for preclinical local anaesthesia dental education
- Author
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Elizabeth McAlpin, Marci Levine, Corinne Brenner, Cristian Opazo, Savitha Bathini, Seung Jae (Vince) Choi, Meredith Louisville, and Uttam Grandhi
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General Dentistry ,Education - Abstract
Traditional manikin training has limitations that virtual reality can address. This study investigated the effectiveness of two part-task training simulation methods, a virtual reality (VR Sim) vs a plastic manikin (PM Sim), on learning outcomes for local anaesthesia skills for second-year pre-clinical dental students.In an experimental study, 58 second-year students were randomly assigned to one of two groups, VR Sim or PM Sim. Both groups completed the same pre-post survey. The VR Sim group practiced with a VR simulation, completed a built-in treatment test and a transfer test with a live person, and was evaluated by an expert teaching assistant (TA) with a rubric. The PM Sim group practiced with a plastic manikin and completed a treatment test on the same manikin evaluated by a TA, followed by the same transfer test with a live person and evaluated by a TA with a rubric.Covering knowledge and skills in the delivery of local anaesthesia, mean final transfer test scores were statistically significantly higher for the PM Sim compared to VR Sim, F(1, 57) = 9.719, p = .003 with effect size, ηWhilst outcomes showed higher results for plastic manikin tutor training over the VR training method, they are complementary. As students practice more with the technology and the VR simulation they may improve further. Likewise, as the technology for haptics with VR improves beyond hand controllers so may the experience and learning of this skill for students.
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- 2022
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9. See It and Be It: Designing Immersive Experiences to Build STEM Skills and Identity in Elementary and Middle School
- Author
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Corinne Brenner, Jessica Ochoa Hendrix, and Mandë Holford
- Published
- 2022
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10. CAVE: Making Collective Virtual Narrative: Best Paper Award
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Thomas Meduri, Ken Perlin, Sebastian Herscher, Kris Layng, and Corinne Brenner
- Subjects
geography ,History ,geography.geographical_feature_category ,Visual Arts and Performing Arts ,ComputingMilieux_PERSONALCOMPUTING ,Virtual reality ,GeneralLiterature_MISCELLANEOUS ,Computer Science Applications ,Visual arts ,Cave ,Six degrees of freedom ,Narrative ,Engineering (miscellaneous) ,Music ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
CAVE is a shared narrative six degrees of freedom (6DoF) virtual reality experience. In 3.5 days, 1,927 people attended its premiere at SIGGRAPH 2018. Thirty participants at a time each saw and heard the same narrative from their own individual location in the room, as they would when attending live theater. CAVE set out to disruptively change how audiences collectively experience immersive art and entertainment. Inspired by the social gatherings of theater and cinema, CAVE resonated with viewers in powerful and meaningful ways. Its specific pairing of colocated audiences and physically shared immersive narrative suggests a possible future path for shared cinematic experiences.
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- 2019
- Full Text
- View/download PDF
11. Work-in-Progress—GeoForge: Integrating Virtual Reality and a Personalized Website to Foster Collaboration in Middle School Science
- Author
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Mandë Holford, Jessica Ochoa Hendrix, Corinne Brenner, and Kayla DesPortes
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Pedagogy ,ComputingMilieux_COMPUTERSANDEDUCATION ,Task analysis ,Collaborative learning ,Student engagement ,Digital learning ,Work in process ,Google Cardboard ,Virtual reality ,Psychology ,Information exchange - Abstract
Virtual reality (VR) has the potential to foster collaborative science learning, but guidelines for designing in this medium are lacking. This work-in-progress paper explores this gap in the literature through analysis of GeoForge, a multiple-player VR/digital learning experience where users collaboratively explore planetary systems. A mixed-methods study at 3 middle schools used teacher interviews, student survey responses, and student work to examine how GeoForge encouraged information exchange and reflection within small student groups. Our findings indicate students shared ideas and resources, engaged in co-construction, and teachers recognized high student engagement throughout the experience.
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- 2020
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12. The effect of adaptive difficulty adjustment on the effectiveness of a game to develop executive function skills for learners of different ages
- Author
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Jan L. Plass, Andrew MacNamara, Corinne Brenner, Bruce D. Homer, and Shashank Pawar
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media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Game based learning ,Experimental and Cognitive Psychology ,Game play ,Executive functions ,050105 experimental psychology ,Task (project management) ,Skills training ,ComputingMilieux_COMPUTERSANDEDUCATION ,Developmental and Educational Psychology ,Early adolescents ,0501 psychology and cognitive sciences ,Function (engineering) ,Psychology ,050104 developmental & child psychology ,media_common ,Cognitive psychology - Abstract
Research suggests that gains in executive function (EF) skills training are strongest when task difficulty increases progressively, yet findings on the effectiveness of adaptive approaches for EF training are inconsistent. This study compared the effectiveness of an adaptive vs a non-adaptive version of a digital game designed to train the EF sub-skill of shifting. Results showed increases in shifting skills for all learners between pretest and posttest measures, with adolescents scoring higher than pre-adolescents and early adolescents on posttest measures. Data analysis uncovered a trend suggesting that the adaptive treatment may be more effective than the non-adaptive treatment for adolescents. User logs showed that adaptivity helped customize players’ gameplay based on their performance, by making game play easier for younger learners, and making game play more difficult for older learners. Results support the use of digital games to train EF for a broad range of learners.
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- 2019
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13. Holojam in Wonderland: Immersive Mixed Reality Theater
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Clara Fernández-Vara, David Gochfeld, Ken Perlin, Marta Olko, Kris Layng, Corinne Brenner, Sebastian Herscher, Stephanie Riggs, Connor DeFanti, and David Shinn
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Visual Arts and Performing Arts ,business.industry ,media_common.quotation_subject ,020207 software engineering ,Citizen journalism ,06 humanities and the arts ,02 engineering and technology ,Art ,060401 art practice, history & theory ,Mixed reality ,Key (music) ,Visual arts ,Computer Science Applications ,Movie theater ,0202 electrical engineering, electronic engineering, information engineering ,Narrative ,business ,Engineering (miscellaneous) ,0604 arts ,Music ,media_common - Abstract
Holojam in Wonderland is a prototype of a new type of performance activity, “Immersive Mixed Reality Theater” (IMRT). With unique and novel properties possessed by neither cinema nor traditional theater, IMRT promises exciting new expressive possibilities for multi-user, participatory, immersive digital narratives. The authors describe the piece, the technology used to create it and some of the key aesthetic choices and takeaways.
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- 2018
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14. Cave
- Author
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Sebastian Herscher, Thomas Meduri, Kris Layng, Corinne Brenner, and Ken Perlin
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geography ,geography.geographical_feature_category ,business.industry ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050109 social psychology ,Virtual reality ,GeneralLiterature_MISCELLANEOUS ,050105 experimental psychology ,Visual arts ,Entertainment ,Movie theater ,Cave ,0501 psychology and cognitive sciences ,Narrative ,Sociology ,Set (psychology) ,business ,ComputingMethodologies_COMPUTERGRAPHICS ,PATH (variable) - Abstract
CAVE is a shared narrative six degrees of freedom (6DoF) virtual reality experience. In 3.5 days, 1,927 people attended its premiere at SIGGRAPH 2018. Thirty participants at a time each saw and heard the same narrative from their own individual location in the room, as they would when attending live theater. CAVE set out to disruptively change how audiences collectively experience immersive art and entertainment. Inspired by the social gatherings of theater and cinema, CAVE resonated with viewers in powerful and meaningful ways. Its specific pairing of colocated audiences and physically shared immersive narrative suggests a possible future path for shared cinematic experiences.
- Published
- 2019
- Full Text
- View/download PDF
15. Detecting patterns of engagement in a digital cognitive skills training game
- Author
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Jan L. Plass, Bruce D. Homer, Corinne Brenner, Teresa M. Ober, and Alvaro Olsen
- Subjects
Class (computer programming) ,General Computer Science ,Point (typography) ,05 social sciences ,Psychological intervention ,050301 education ,Student engagement ,Variation (game tree) ,050105 experimental psychology ,Education ,Formative assessment ,0501 psychology and cognitive sciences ,Cognitive skill ,Psychology ,0503 education ,Complement (set theory) ,Cognitive psychology - Abstract
Indicators of behavioral engagement derived from log data may provide insight about variation in participants' interactions with and the efficacy of digital cognitive skills training games. We first sought to determine whether distinct groups of adolescents (N = 163; Mean age = 14.1 years, SD = 1.3) could be identified based on variables derived from digital log data collected while participants played a game designed to enhance inhibitory control. We then examined whether these data-driven participant groupings were associated with improvement in inhibitory control. Latent class mixture modeling was conducted both with reaction time and a measure of response accuracy (d’) of log data. Results indicated two distinct classes based on reaction time, and four classes based on response accuracy over the course of training. Class membership based on reaction time was associated with differential improvements in performance on a subsequent standardized measure of inhibitory control. The findings point towards the need for formative metrics of progress, as well as the need for more adaptive and user-centered cognitive skills interventions. Our findings suggest that there may be some utility in analyzing log data as an indicator of student engagement, particularly when used in complement with more traditional measures of performance.
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- 2021
- Full Text
- View/download PDF
16. Disgust sensitivity predicts political ideology and policy attitudes in the Netherlands
- Author
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Yoel Inbar and Corinne Brenner
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Social Psychology ,media_common.quotation_subject ,Immigration ,Ingroups and outgroups ,humanities ,Disgust ,Politics ,Voting ,Social attitudes ,Generalizability theory ,Ideology ,Psychology ,Social psychology ,media_common - Abstract
Individual differences in disgust sensitivity have been linked to social attitudes and ideology, but the generalizability of this effect and the nature of the political issues implicated remain unclear. In two studies using large Dutch samples, we find that disgust sensitivity predicts political attitudes for issues in several domains related to physical/spiritual purity and pathogen risk. Sensitivity to disgust was significantly associated with attitudes for a general ‘physical and spiritual purity’ factor, as well as specific issue factors regarding sex and sexual minorities, immigration, and foreign outgroups. Additionally, disgust sensitivity was associated with greater likelihood of voting for the socially conservative “Freedom Party” (Partij Voor de Vrijheid). These results suggest that the tendency to experience disgust influences a specific subset of social and political attitudes across cultures. Copyright © 2014 John Wiley & Sons, Ltd.
- Published
- 2014
- Full Text
- View/download PDF
17. Antigens expressed by myelinating glia cells induce peripheral cross‐tolerance of endogenous CD8+T cells
- Author
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Maries van den Broek, Iris Miescher, Pamela S. Ohashi, Anita Schildknecht, Kathy D. McCoy, Corinne Brenner, Hans Christian Probst, Dino P. Leone, and Ueli Suter
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Immunology ,Peripheral tolerance ,Biology ,Immune tolerance ,Cell biology ,Interleukin 21 ,medicine.anatomical_structure ,medicine ,Immunology and Allergy ,Cytotoxic T cell ,Neuroglia ,IL-2 receptor ,Antigen-presenting cell ,Interleukin 3 - Abstract
Auto-reactivity of T cells is largely prevented by central and peripheral tolerance. Nevertheless, immunization with certain self-antigens emulsified in CFA induces autoimmunity in rodents, suggesting that tolerance to some self-antigens is not robust. To investigate the fate of nervous system-specific CD8(+) T cells, which only recently came up as being important contributors for MS pathogenesis, we developed a mouse model that allows inducible expression of lymphocytic choriomeningitis virus-derived CD8(+) T-cell epitopes specifically in oligodendrocytes and Schwann cells, the myelinating glia of the nervous system. These transgenic CD8(+) T-cell epitopes induced robust tolerance of endogenous auto-reactive T cells, which proved thymus-independent and was mediated by cross-presenting bone-marrow-derived cells. Immunohistological staining of secondary lymphoid organs demonstrated the presence of glia-derived antigens in DC, suggesting that peripheral tolerance of CD8(+) T cells results from uptake and presentation by steady state DC.
- Published
- 2009
- Full Text
- View/download PDF
18. Trailer Brain: Neural and Behavioral Analysis of Social Issue Documentary Viewing with Low-Density EEG
- Author
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Jason S. Sherwin and Corinne Brenner and John S. Johnson, Sherwin, Jason S., Brenner, Corinne, Johnson, John S., Jason S. Sherwin and Corinne Brenner and John S. Johnson, Sherwin, Jason S., Brenner, Corinne, and Johnson, John S.
- Abstract
The effects of social issue documentaries are diverse. In particular, monetary donations and advocacy on social media are behavioral effects with public consequences. Conversely, information-seeking about an issue is potentially done in private. We designed a combined free-viewing and rapid perceptual decision-making experiment to simulate a real scenario confronted by otherwise uninformed movie-viewers, i.e., to determine what degree of support they will lend to a film based on its trailer. For a cohort of subjects with active video-streaming (e.g., Netflix) and social media accounts (e.g., Facebook), we recorded electroencephalography (EEG) and behavioral responses to trailers of social issue documentaries. We examined EEG using reliable component analysis (RCA), finding reliability within subjects across multiple viewings and across subjects within a given viewing of the same trailer. We found this reliability both over EEG captured from whole-movie viewing, as well as over 5-second movie segments. Behavioral responses following trailer viewing were not consistent from first to second viewings. Rather, support choices both tended towards extremes of support/non-support and were made faster upon second viewing. We hypothesized a relationship between reliability behavioral metrics, finding credible evidence for it in this dataset. Finally, we found that we could suitably train a naive classifier to categorize production value and narrative voice ratings given to the viewed movies from RCA-based metrics alone. In sum, our results show that EEG components during free-viewing of social issue documentary trailers can provide a useful tool to investigate viewers' neural responses during viewing, when coupled with a post hoc behavioral decision-making paradigm. The possibility of this tool being used by producers and filmmakers is also discussed.
- Published
- 2016
- Full Text
- View/download PDF
19. FoxP3+ regulatory T cells essentially contribute to peripheral CD8+ T-cell tolerance induced by steady-state dendritic cells
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Corinne Brenner, Hans Christian Probst, Sabine Brauer, Katharina Lahl, Tim Sparwasser, Anita Schildknecht, Hansjörg Schild, Maries van den Broek, TWINCORE, Centre for Experimental and Clinical Infection Research GmbH, Feodor-Lynen-Str. 3-7, 30625 Hannover, Germany., and University of Zurich
- Subjects
Antigen presentation ,610 Medicine & health ,Mice, Transgenic ,Biology ,CD8-Positive T-Lymphocytes ,T-Lymphocytes, Regulatory ,Immune tolerance ,Mice ,Antigens, CD ,Immune Tolerance ,Animals ,CTLA-4 Antigen ,IL-2 receptor ,Antigen-presenting cell ,1000 Multidisciplinary ,Multidisciplinary ,Follicular dendritic cells ,Peripheral tolerance ,FOXP3 ,Forkhead Transcription Factors ,Dendritic Cells ,Biological Sciences ,Natural killer T cell ,Cell biology ,Interleukin-10 ,Mice, Inbred C57BL ,Phenotype ,10032 Clinic for Oncology and Hematology - Abstract
Peripheral T-cell tolerance is thought to significantly contribute to the prevention of autoimmunity, and it has been shown that antigen-presenting steady-state dendritic cells efficiently induce peripheral tolerance. We previously showed that dendritic-cell–induced tolerance is a T-cell–intrinsic process that depends on coinhibitory molecules such as programmed death-1. Here we specifically analyze the involvement of FoxP3 + regulatory T cells, which are known to be important for maintenance of self-tolerance. We show that antigen presentation by steady-state dendritic cells failed to induce peripheral tolerance in the absence of FoxP3 + regulatory T cells but induced protective CD8 + T-cell–mediated immunity instead. Regulatory T-cell–depleted mice had massively increased numbers of dendritic cells in lymph nodes. Dendritic cells isolated from mice without regulatory T cells had up-regulated costimulatory molecules and showed stronger T-cell stimulatory capacity ex vivo, suggesting that regulatory T cells contribute to peripheral tolerance by keeping the dendritic cells in an immature state. Using blocking antibodies, we demonstrate that CTLA-4 but not IL-10 is necessary for control of dendritic cells by regulatory T cells.
- Published
- 2009
20. Antigens expressed by myelinating glia cells induce peripheral cross-tolerance of endogenous CD8+ T cells
- Author
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Anita, Schildknecht, Hans Christian, Probst, Kathy D, McCoy, Iris, Miescher, Corinne, Brenner, Dino P, Leone, Ueli, Suter, Pamela S, Ohashi, and Maries, van den Broek
- Subjects
Mice, Knockout ,Antigen Presentation ,Transplantation Chimera ,Epitopes, T-Lymphocyte ,Mice, Transgenic ,Dendritic Cells ,Thymus Gland ,CD8-Positive T-Lymphocytes ,Adoptive Transfer ,Mice, Inbred C57BL ,Interferon-gamma ,Mice ,Oligodendroglia ,Cross-Priming ,Immune Tolerance ,Animals ,Arenaviridae Infections ,Lymphocytic choriomeningitis virus ,Lymph Nodes ,Schwann Cells ,Antigens ,Antigens, Viral ,Neuroglia ,Spleen ,Bone Marrow Transplantation - Abstract
Auto-reactivity of T cells is largely prevented by central and peripheral tolerance. Nevertheless, immunization with certain self-antigens emulsified in CFA induces autoimmunity in rodents, suggesting that tolerance to some self-antigens is not robust. To investigate the fate of nervous system-specific CD8(+) T cells, which only recently came up as being important contributors for MS pathogenesis, we developed a mouse model that allows inducible expression of lymphocytic choriomeningitis virus-derived CD8(+) T-cell epitopes specifically in oligodendrocytes and Schwann cells, the myelinating glia of the nervous system. These transgenic CD8(+) T-cell epitopes induced robust tolerance of endogenous auto-reactive T cells, which proved thymus-independent and was mediated by cross-presenting bone-marrow-derived cells. Immunohistological staining of secondary lymphoid organs demonstrated the presence of glia-derived antigens in DC, suggesting that peripheral tolerance of CD8(+) T cells results from uptake and presentation by steady state DC.
- Published
- 2009
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