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Ay, E.

Publications and source records attributed to Ay, E..

2 recordsLinked to original sources

Comparative Evaluation of Bioinformatic Pipelines for Full-Length Viral Genome Assembly

The increasingly widespread application of next-generation sequencing (NGS) in clinical diagnostics and epidemiological research has generated a demand for robust, fast, automated, and user-friendly bioinformatic workflows. To guide the choice of tools for the assembly of full-length viral genomes from NGS datasets, we assessed the performance and applicability of four widely adopted bioinformatic pipelines (shiver - for which we created a user-friendly Dockerized version, referred to as dshiver; SmaltAlign, viral-ngs, and V-pipe) using both simulated datasets and real-world HIV-1 paired-end short- read sequences and default settings. All four pipelines produced high-quality consensus genome assemblies and minority variant calls when the reference sequence used for assembly had high similarity to the analyzed sample. However, while shiver and SmaltAlign showed robust performance also with more divergent samples (non-matching subtypes), viral-ngs and V-Pipe proved to be sensitive to genetic distance from the reference sequence. With empirical datasets, SmaltAlign and viral-ngs exhibited substantially shorter runtime compared to V-Pipe and shiver. In terms of applicability, V-Pipe provides the broadest functionalities; SmaltAlign and dshiver combine user-friendliness with robustness; while the use of viral-ngs requires a less computational resources compared to other tools. To conclude, all four pipelines can perform well in terms of quality metrics; however, the reference sequence needs to be adjusted to closely match the sample data for viral-ngs and V-Pipe. Differences in user-friendliness and runtime may guide the choice of the pipeline in a particular setting. The new Dockerized version of shiver offers ease of use in addition to the accuracy and robustness of the original pipeline.

bioinformatics↗

An Interactive Health Game Using Machine Learning: A Prototype

According to World Health Organization (WHO) 2016 report, there are over 650 million obese adults and more than 2 billion overweight individuals in the world and it is estimated that this number will reach 2.7 billion in 2025 [1]. A sedentary lifestyle with low physical activity is considered to be one of the most effective environmental effects leading to various chronic disease phenotypes such as obesity and metabolic syndrome. On average, every 1 out of 3 people over the age of 20 in Turkey are known to have struggled with the metabolic syndrome [2]. Our project aims to apply the concept of "serious gaming", to entertain people, play games, socialize and exercise in parallel to increase the ratio of the healthy individuals in our society. In this project, we applied machine learning techniques to integrate real-life accelerometer and gyroscope sensor data obtained from mobile phones to develop an interactive mobile based exercise game which does not require any external device such as smart watches. To our knowledge and research, our game is the first mobile-only interactive serious game that integrates machine learning techniques and an encouraging virtual environment to the individuals in need of exercise.

physiology↗