62 resultados para Interactive maps


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Bacterial artificial chromosomes (BAC) have been widely used for fluorescence in situ hybridization (FISH) mapping of chromosome landmarks in different organisms, including a few in teleosts. In this study, we used BAC-FISH to consolidate the previous genetic and cytogenetic maps of the turbot (Scophthalmus maximus), a commercially important pleuronectiform. The maps consisted of 24 linkage groups (LGs) but only 22 chromosomes. All turbot LGs were assigned to specific chromosomes using BAC probes obtained from a turbot 5x genomic BAC library. It consisted of 46,080 clones with inserts of at least 100 kb and < 5 % empty vectors. These BAC probes contained gene-derived or anonymous markers, most of them linked to quantitative trait loci (QTL) related to productive traits. BAC clones were mapped by FISH to unique marker-specific chromosomal positions, which showed a notable concordance with previous genetic mapping data. The two metacentric pairs were cytogenetically assigned to LG2 and LG16, and the nucleolar organizer region (NOR)-bearing pair was assigned to LG15. Double-color FISH assays enabled the consolidation of the turbot genetic map into 22 linkage groups by merging LG8 with LG18 and LG21 with LG24. In this work, a first-generation probe panel of BAC clones anchored to the turbot linkage and cytogenetical map was developed. It is a useful tool for chromosome traceability in turbot, but also relevant in the context of pleuronectiform karyotypes, which often show small hardly identifiable chromosomes. This panel will also be valuable for further integrative genomics of turbot within Pleuronectiformes and teleosts, especially for fine QTL mapping for aquaculture traits, comparative genomics, and whole-genome assembly.

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Convergence to a period one fixed point is investigated for both logistic and cubic maps. For the logistic map the relaxation to the fixed point is considered near a transcritical bifurcation while for the cubic map it is near a pitchfork bifurcation. We confirmed that the convergence to the fixed point in both logistic and cubic maps for a region close to the fixed point goes exponentially fast to the fixed point and with a relaxation time described by a power law of exponent -1. At the bifurcation point, the exponent is not universal and depends on the type of the bifurcation as well as on the nonlinearity of the map.

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A área do Pontal do Paranapanema está localizada no Extremo Oeste do Estado de São Paulo, na região sudeste do Brasil, em uma posição estratégica considerando tanto sua proximidade com os Estados de Mato Grosso do Sul e Paraná quanto o advento do Mercosul - o mercado comum do Cone Sul. No Estado de São Paulo há três áreas muito carentes, uma das quais é o Pontal do Paranapanema, onde têm havido muitos conflitos sociais relativos à posse e propriedade da terra, envolvendo disputas entre o Estado e os latifundiários. Nos últimos anos os trabalhadores rurais têm realizado ocupações nesta região e reivindicado terras - eles criaram um grupo denominado MST (Movimento dos Trabalhadores Rurais Sem Terra), que tem ganhado popularidade e apoio de vários segmentos da comunidade, estando diariamente na mídia (jornais, TV etc). A comunidade acadêmica tem estado consciente e preocupada com esta situação e, portanto, tem desenvolvido estudos e pesquisas sobre o assunto, tanto individualmente quanto através de grupos de pesquisa. Uma das mais importantes Universidades Brasileiras é a Universidade Estadual Paulista (unesp), que tem um de seus campus localizado no município de Presidente Prudente (o qual está localizado no Pontal do Paranapanema). Desde a década de 1960 diversos pesquisadores têm desenvolvido pesquisas técnico-científicas almejando produzir um Atlas do Pontal do Paranapanema em formato convencional. O principal objetivo seria o de reunir, através de mapas topográficos e temáticos, todas as informações geográficas sobre o Pontal do Paranapanema, a fim de servir de base para projetos e planejamentos governamentais (municipais ou estaduais), bem como para o setor privado. O Atlas seria também um produto de informação sobre os recursos naturais e as condições sócio-econômicas desta área, sendo voltado para estudos acadêmico...(Resumo completo, clicar acesso eletrônico abaixo)

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Suitable computacional tools allow to build applications that can link information to its physical location, and represent them into visual and interactive schemes, e ectively reaching the power of visual comunication. This leads the user to synthesize information in a simple and e cient way. These applications are linked to the de nition of Geographic Information System (GIS). GIS are comprised by many concepts and tools, which have the main purpose of collecting, storing, viewing and processing spatial data, obtaining the information needed for decision making. Within this context, this paper presents the Conception and Implementation of a Control System for Urban Forestry through Integration of Free and Open Source Software. This conception arose from the need of an Environmental Project developed by the Agriculture's House of the city of Regente Feij o, which has as main objectives cataloging and management of urban a orestation of the municipality. Due to this diversity of concepts, the challenge in building this system is the integration of platforms that are involved in all stages: collecting and storage of data, including maps and other spatial information, operations on the stored information, obtaining results and graphical visualization of the same. After implementation, it was possible to provide for the system users an improvement in the capacity of perception in the information analysis and facilitate the process of decision making

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This paper presents the results of a study that investigated the use of simulators to improve physics teaching. The study population consisted of eight classes totaling 205 second year high school students from Brazilian public school. The research methodology adopted compares the average performance of students on tests conducted in the classroom to performance on tests conducted in the laboratory using computer simulators. The results obtained showed that students’ performance on tests improved after the use of simulators. It was found that the students had more homogeneous test results when using the simulator.

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This paper proposes a model of educative content structuring for interactive digital television programs. Its intent was to provide references for collaborative production processes and content organization in learning networks associated with university and educative television broadcasting services. The model defines terms, actors, events, environments, as well as content categories, classes and attributes, indicating criteria for their synchronic or asynchronic association in a dynamic television schedule. The model is presented in both descriptive and visual formats, with the use of conceptual maps. The results indicate that interactive use of digital television in education requires systematic content models covering communitarian participation in both media production and distribution processes, in order to enhance learning instruments beyond vertical, hierarchical and centralized communication sustained by traditional broadcast channels.

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This paper explores the benefits of using immersive and interactive multiprojection environments (CAVE) to visualize molecules, and how it improves users’ understanding. We have proposed and implemented a tool for teachers to manipulate molecules and another to edit molecules and assist students at home. The contribution of the present research project are these tool that allows investigating structures, properties and dynamics of a molecular system which are extremely complex and comprises millions of atoms. The experience is enriched through multimedia information associated with parts of the model; for example, videos and text can be linked to specific molecule, demonstrating some detail. This solution is based on a teaching-learning process.

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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.

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Interactive whiteboards (IWB) consist of a set of technological equipment organized in order to fulfill a specific task, enabling the development of didactic activities. Because they are associated to computers’ potentiality, interactive whiteboards can provide bigger interactivity between: teacher and students, students and content, and among students. This work’s main objective is to present some of the results yielded from a research related to the way students perceive interactive whiteboards in the classroom. In order to analyze the IWB usage dynamics, some educational applications in the field of mathematics were applied in the 3rd grade of elementary school. Aside from observation, video recordings were made and students were interviewed about the interactive whiteboard, in order to understand how these students observe and engage with the technological tool. IWB do not transform classroom’s reality by themselves, however, their physical presence and usage amount to external reinforcement can change student’s behavior positively.