44 resultados para Culture of sport games
Resumo:
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
Resumo:
Since cyclooxygenase (COX) inhibitors have been pointed out as potential treatments to increase pregnancy rates after embryo transfer, the present experiment aimed to evaluate the effects of flunixin meglumine (FM) and parecoxib (P), a COX-1 and 2 or COX-2 specific inhibitor, respectively, on the development of bovine embryos until the hatched blastocyst stage. In vitro produced bovine embryos were cultured in media with different concentrations of FM (0.14; 1.4; 14; 140 or 1400 mu g/ml) or P (0.09; 0.9; 9; 90 or 900 mu g/ml) and the production rates were evaluated. Concentrations of FM <= 14 mu g/ml and P <= 90 mu g/ml did not impair embryo development, although compiled data from non-lethal FM concentrations (<= 14 mu g/ml) indicated a toxic effect enough to decrease the hatching rate of blastocysts. Concentrations of FM at 140 and 1400 mu g/ml and P at 900 mu g/ml were lethal as no cleavage was detected on presumptive zygotes.
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
Pós-graduação em Docência para a Educação Básica - FC
Resumo:
This study aims to demonstrate that data from business games can be an important resource for improving efficiency and effectiveness of learning. The proposal presented here was developed from preliminary studies of data from Virtual Market games that pointed the possibility of identifying gaps in learning by analyzing the decisions of students. This proposal helps students to refine their learning processes and equips tutors with strategies for teaching and student assessment. The proposal also complements the group discussion and/or debriefing, which are widely used to enhance learning mediated by games. However, from a management perspective the model has the potential to be erroneous and miss opportunities, which cannot be detected because of the dependence on the characteristics of the individual, such as ability to communicate and work together. To illustrate the proposed technique, data sets from two business games were analyzed with the focus on managing working capital and it was found that students had difficulties managing this task. Similar trends were observed in all categories of students in the study-undergraduate, postgraduate and specialization. This discovery led us to the analysis of data for decisions made in the performance of the games, and it was determined that indicators could be developed that were capable of indentifying inconsistencies in the decisions. It was decided to apply some basic concepts of the finance management, such as management of the operational and non-operational expenditures, as well as production management concepts, such as the use of the production capacity. By analyzing the data from the Virtual Market games using the indicator concept, it was possible to detect the lack of domain knowledge of the students. Therefore, these indicators can be used to analyze the decisions of the players and guide them during the game, increasing their effectiveness and efficiency. As these indicators were developed from specific content, they can also be used to develop teaching materials to support learning. Viewed in this light, the proposal adds new possibilities for using business games in learning. In addition to the intrinsic learning that is achieved through playing the games, they also assist in driving the learning process. This study considers the applications and the methodology used.
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
MINERAL COMPOSITION of RAW MATERIAL, SUBSTRATE and FRUITING BODIES of Pleurotus ostreatus IN CULTURE
Resumo:
In a culture of a Pleurotus ostreatus (oyster mushroom) strain, macro and micronutrients of the raw material and the initial and spent substrates were evaluated. Substrates were formulated with sawdust from Simarouba amara Aubl. and Ochroma piramidale Cav. ex. Lam., crushed Bactris gasipaes Kunth and crushed Saccharum officinarum (sugar cane). Samples were solubilized by means of acid digestion (nitric-peridrol). Ca, Mg, Fe, Cu, Zn and Mn were determined by atomic absorption spectrophotometry, Na and K by atomic emission, and P by colorimetry. The mineral composition of the fruiting body varied with the substrates, which made possible the production of a fruiting body rich in K, P Mg and Fe. Potassium was the mineral with the highest content in the fruiting body in all substrates tested (36.83-42.18g.kg(-1)). There was an increase of protein and mineral content in the spent substrate in relation to the initial one.
Resumo:
Co-inoculation of the fungus Aspergillus niger and the bacterium Burkholderia cepacia was undertaken to understand the interaction between different species of phosphate-solubilizing microorganisms (PSM). PSM were inoculated in a single or mixed (A. nigerB.similar to cepacia) culture. During 9 similar to days of incubation, microbial biomass was enhanced, accompanied with increases in the levels of soluble phosphate and titratable acidity, as well as increased acid phosphatase activity. Production of acids and levels of phosphate solubilization were greater in the co-culture of A.similar to nigerB.similar to cepacia than in the single culture. The quantity of phosphate solubilized by the co-culture ranged from 40.51 +/- 0.60 to 1103.64 +/- 1.21 similar to mu g similar to PO4 3-similar to mL-1 and was 922% higher than single cultures. pH of the medium dropped from 7.0 to 3.0 in the A.similar to niger culture, 3.1 in the co-culture, and 4.2 in the B.similar to cepacia culture. on the third day of postinoculation, acid production by the co-culture (mean 5.40 +/- 0.31 similar to mg NaOH mL-1) was 1990% greater than single cultures. Glucose concentration decreased almost completely (9799% of the starting concentration) by the ninth day of the incubation. These results show remarkable synergism by the co-culture in comparison with single cultures in the solubility of CaHPO4 under in vitro conditions. This synergy between microorganisms can be used in poor available phosphate soils to enhance phosphate solubilization.
Resumo:
The effects of artificial substrate and night-time aeration on the culture of Macrobrachium amazonicum were evaluated in 12 ponds stocked with 45 prawns m-2. A completely randomized design in 2 × 2 factorial scheme with three replicates was used. The combination of factors resulted in four treatments: with substrate and aeration (SA), with substrate and without aeration (SWA), without substrate and with aeration (WSA) and without substrate and aeration (WSWA). The presence of substrate in SA and SWA treatments reduced suspended particles (seston) by ~17.3% and P-orthophosphate by ~50%. The use of aerator (WSA and SA treatments) significantly (P < 0.05) increased the concentration of dissolved oxygen, suspended particles and nutrients in the pond water. These results indicate that the effect of substrate on turbidity and total suspended solids (TSS) values is opposite to the effect of the aerator. The aerators in semi-intensive grow-out M. amazonicum farming lower water quality because they increased the amount of detritus and nutrients in the pond water. On the other hand, the use of artificial substrate reduces turbidity values, chlorophyll a, TSS and P-orthophosphate concentrations. Therefore, the combination of substrate addition and night-time aeration is not interesting because they have opposite effects. © 2013 John Wiley & Sons Ltd.
Resumo:
Pós-graduação em Comunicação - FAAC
Resumo:
Semiquantitative (Maki) and quantitative (Brun- Buisson) culture techniques were employed in the diagnosis of catheter-related bloodstream infections (CRBSI) in patients who have a short-term central venous catheter (inserted for 30 days). The diagnosis of CRBSI was based on the results of semiquantitative and quantitative culture of material from the removed catheters. Catheter tips (118) from 100 patients were evaluated by both methods. Semiquantitative analysis revealed 34 catheters (28.8%) colonized by ≥15 colonyforming units (cfu), while quantitative cultures (34 catheters, 28.8%) showed the growth of ≥103 cfu/mL. Bacteremia was confirmed in four patients by isolating microorganisms of identical species from both catheters and blood samples. Using the semiquantitative culture technique on short-term central venous catheter tips, we have shown that with a cut-off level of ≥15 cfu, the technique had 100.0% sensitivity, specificity of 68.4%, 25.0% positive predictive value (PPV) and 100.0% negative predictive value (NPV), efficiency of 71.4% and a prevalence of 9.5%. The quantitative method, with a cut-off limit of ≥103 cfu/mL, gave identical values: the sensitivity was 100.0%, specificity 68.4%, positive predictive value (PPV) 25.0%, negative predictive value (NPV) 100.0%, efficiency 71.4% and prevalence 9.5%. We concluded that the semiquantitative and quantitative culture methods, evaluated in parallel, for the first time in Brazil, have similar sensitivity and specificity. Keywords: central venous catheter; semi-quantitative culture; quantitative culture; catheter-related bacteremia.
Resumo:
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
Resumo:
The games are a worldwide fever, since 80's is becoming more popular and featured in the media, in the culture and economy. The sector fits in creative economy, a sector of economy that is growing gaining prominence for being a driver for economic, cultural and environmental development. The producing process, competition and logic of cultural games industry differ from traditional economy. The article seeks to show what is necessary to the game industry be able to establish and remain on the market, and what is the obstacles that this industry will face in Brazil, a potential creative economy country
Resumo:
The purpose of this paper is to discuss the concept of e-sports (or electronic sports) in sports journalism in transmedia context. To achieve this goal are performed refl ections on the current concept of sport, the strong presence of game culture in contemporary society and their implications in the media ecosystem through the presentation of an on-line platform for electronic sports, called Twitch. Th is thread moves into a new media ecosystem created in interdisciplinary sphere that encompasses sports and media & technology. In this environment sports and video games seek merge into the concept of e-sport (electronic sport), a phenomenon of contemporary digital culture.