998 resultados para Ionesco, Eugene


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2004

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A diversidade genética de fungos micorrízicos arbusculares (FMA) presentes na rizosfera de genótipos de milho tropicais, selecionados como contrastantes para eficiência no uso de fósforo (P), foi avaliada pela técnica de eletroforese em gel de gradiente desnaturante (DGGE). Fragmentos de DNA ribossômico (rDNA) foram amplificados por PCR, utilizando primers específicos para as famílias Acaulosporaceae e Glomaceae de fungos micorrízicos. Na análise por DGGE, os primers para as famílias Acaulosporaceae e Glomaceae foram eficientes na diferenciação das populações micorrízicas. Os genótipos de milho tiveram uma maior influência na comunidade de FMA da rizosfera do que o nível de P no solo. Os perfis de DGGE revelaram bandas que estavam presentes somente nos genótipos eficientes no uso de P (L3 e HT3060), sugerindo que alguns grupos de FMA foram estimulados por estes genótipos. As espécies Acaulospora longula, A. rugosa, A. scrobiculata, A. morrowiae e Glomus caledonium foram encontradas somente na rizosfera dos genótipos de milho eficientes no uso de P cultivados em solos com baixo teor de fósforo. Uma maior diversidade micorrízica foi encontrada nas amostras coletadas em solos de plantio direto, comparados com solos de plantio convencional. A efetiva colonização das raízes por FMA pode aumentar a eficiência de uso de P de cultivares em solos sob baixo P, influenciando a produção de milho em solos ácidos do Cerrado.

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How does a person answer questions about children's stories? For example, consider 'Janet wanted Jack's paints. She looked at the picture he was painting and said 'Those paints make your picture look funny.' The question to ask is 'Why did Janet say that?'. We propose a model which answers such questions by relating the story to background real world knowledge. The model tries to generate and answer important questions about the story as it goes along. Within this model we examine two questions about the story as it goes along. Within this model we examine two problems, how to organize this real world knowledge, and how it enters into more traditional linguistic questions such as deciding noun phrase reference.

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A system for visual recognition is described, with implications for the general problem of representation of knowledge to assist control. The immediate objective is a computer system that will recognize objects in a visual scene, specifically hammers. The computer receives an array of light intensities from a device like a television camera. It is to locate and identify the hammer if one is present. The computer must produce from the numerical "sensory data" a symbolic description that constitutes its perception of the scene. Of primary concern is the control of the recognition process. Control decisions should be guided by the partial results obtained on the scene. If a hammer handle is observed this should suggest that the handle is part of a hammer and advise where to look for the hammer head. The particular knowledge that a handle has been found combines with general knowledge about hammers to influence the recognition process. This use of knowledge to direct control is denoted here by the term "active knowledge". A descriptive formalism is presented for visual knowledge which identifies the relationships relevant to the active use of the knowledge. A control structure is provided which can apply knowledge organized in this fashion actively to the processing of a given scene.

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A program was written to solve calculus word problems. The program, CARPS (CALculus Rate Problem Solver), is restricted to rate problems. The overall plan of the program is similar to Bobrow's STUDENT, the primary difference being the introduction of "structures" as the internal model in CARPS. Structures are stored internally as trees. Each structure is designed to hold the information gathered about one object. A description of CARPS is given by working through two problems, one in great detail. Also included is a critical analysis of STUDENT.

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A prototype presentation system base is described. It offers mechanisms, tools, and ready-made parts for building user interfaces. A general user interface model underlies the base, organized around the concept of a presentation: a visible text or graphic for conveying information. Te base and model emphasize domain independence and style independence, to apply to the widest possible range of interfaces. The primitive presentation system model treats the interface as a system of processes maintaining a semantic relation between an application data base and a presentation data base, the symbolic screen description containing presentations. A presenter continually updates the presentation data base from the application data base. The user manipulates presentations with a presentation editor. A recognizer translates the user's presentation manipulation into application data base commands. The primitive presentation system can be extended to model more complex systems by attaching additional presentation systems. In order to illustrate the model's generality and descriptive capabilities, extended model structures for several existing user interfaces are discussed. The base provides support for building the application and presentation data bases, linked together into a single, uniform network, including descriptions of classes of objects as we as the objects themselves. The base provides an initial presentation data base network graphics to continually display it, and editing functions. A variety of tools and mechanisms help create and control presenters and recognizers. To demonstrate the base's utility, three interfaces to an operating system were constructed, embodying different styles: icons, menu, and graphical annotation.

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http://www.archive.org/details/missionasfrontie00boltrich