90 resultados para Floral games


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Pós-graduação em Agronomia (Produção Vegetal) - FCAV

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Pós-graduação em Agronomia (Produção Vegetal) - FCAV

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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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

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The goal of our article is build – including universes to support empirical research in communication – an educational matrix for a different order of analysis, incorporating new possibilities available for the advancement of Information and Communication Technologies (ICTs). For this goal we use the game, as a source of playful learning and formation of being. Introducing the interaction from game plataform as middle convergent, where it is possible the diffusion and expansion of knowled in constant way that enables education and information exchanges oustide the status quo of schools, increasing the e effectiveness of knowledge fixing and interest to acquire it.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Effects of pulsing with different concentrations of gibberellin plus benzyladenine (GA(4+7) + BA), a proprietary mixture of GA(4+7) plus BA in a commercial floral preservative (GA(4+7) + BA + preservative), or a propriety mixture of sugar plus acidifier developed for bulbous flowers (floral bulb preservative) were studied on postharvest performance and quality of cut lily (Lilium hybrids) and gladiolus ( Gladiolus hybrids) flowers. Pulsing of cut stems of lily with GA(4+7) + BA at 5 or 2 mL.L-1 GA(4+7) + BA + preservative for 20 hours at 3 +/- 1 degrees C extended the vase life and controlled leaf chlorosis of 'Cobra'oriental lily and 'Cappuccino'and Pot Corn'asiatic lily. Cut 'Orange Art'asiatic lily performed best when pulsed with GA(4+7) + BA at 10 mg.L-1. For cut gladiolus, pulsing with GA(4+7) + BA at 10 mg.L-1 extended the vase life of 'Alice', 'Mammoth', and 'Passion', while 'Scarlet'had the longest vase life when pulsed with 5 mg.L-1 GA(4+7) + BA. GA(4+7) + BA + preservative also extended the vase life and controlled leaf chlorosis, but the floral bulb preservative had no effect on vase life extension or preventing leaf chlorosis of lilies. Gladiolus cultivars had no or minor leaf chlorosis during vase period. Overall, overnight pulsing with GA(4+7) + BA + or GA(4+7) + BA + preservative extended the vase life and prevented leaf chlorosis

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)