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The analyses of age and spatial trend and predictors of infection were based exclusively on data from double bleed time points (i.e. weeks 9 60) using the combined diagnostic results from both samples (see above).
As only one sample was collected at baseline and final bleeds (i.e. weeks 0 and 69), only prevalence data from the first sample collected at double bleed time points was used for the analyses of time trends across the entire time of follow-up.
Using only data from double bleed time points (i.e. weeks 9 60), the prevalence of P. falciparum was found to increase significantly (Χ2 = 35.3, df = 2, p<0.001) from children <18 mth (LDR-FMA: 27.3%, LM: 12.3%) to children 18 23 mth (LDR-FMA 38.1%, LM: 19.3%) and children 24 29 mth (LDR-FMA 54.3%, LM 32.2%), with no further significant increase in older children (p = 0.24).
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Paired blood samples from 8-weekly cross-sectional double bleeds showed significant variance in the detection of malarial parasites both in LDR-FMA and LM diagnosis.
SVV and PPV almost doubled after bleeding in both groups and then returned to baseline values, being significantly lower in the HES group.
SVV and PPV almost doubled after bleeding in both groups and then returned to baseline values, with both being significantly lower in the HES group.
Double block and bleed system means two block valves connected in series with a bleed valve or line that can vent the line between the two block valves.
Isolation means the process by which a permit space is removed from service and completely protected against the release of energy and material into the space by such means as: blanking or blinding; misaligning or removing sections of lines, pipes, or ducts; a double block and bleed system; lockout or tagout of all sources of energy; or blocking or disconnecting all mechanical linkages.
Double block and bleed means the closure of a line, duct, or pipe by closing and locking or tagging two in-line valves and by opening and locking or tagging a drain or vent valve in the line between the two closed valves.
To get a fuller sense of physical pain in games, characters need to be shown to be hurt – they need to limp, double over and bleed.
To get a fuller sense of physical pain in games, characters need to be shown to be hurt they need to limp, double over, and bleed.
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CEO of Professional Science Editing for Scientists @ prosciediting.com