875 resultados para Rubber Marketing
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Audit report on the Iowa Turkey Marketing Council for the years ended December 31, 2008 and 2007
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Natural rubber is a unique biopolymer of strategic importance that, in many of its most significant applications, cannot be replaced by synthetic alternatives. The rubber tree Hevea brasiliensis is the almost exclusive commercial source of natural rubber currently and alternative crops should be developed for several reasons, including: a disease risk to the rubber tree that could potentially decimate current production, a predicted shortage of natural rubber supply, increasing allergic reactions to rubber obtained from the Brazilian rubber tree and a general shift towards renewables. This review summarizes our knowledge of plants that can serve as alternative sources of natural rubber, of rubber biosynthesis and the scientific gaps that must be filled to bring the alternative crops into production.
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Audit report on the Iowa Turkey Marketing Council for the years ended December 31, 2009 and 2008
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Audit report on the Iowa Turkey Marketing Council for the years ended December 31, 2010 and 2009
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Games are powerful and engaging. On average, one billion people spend at least 1 hour a day playing computer and videogames. This is even more true with the younger generations. Our students have become the < digital natives >, the < gamers >, the < virtual generation >. Research shows that those who are most at risk for failure in the traditional classroom setting, also spend more time than their counterparts, using video games. They might strive, given a different learning environment. Educators have the responsibility to align their teaching style to these younger generation learning styles. However, many academics resist the use of computer-assisted learning that has been "created elsewhere". This can be extrapolated to game-based teaching: even if educational games were more widely authored, their adoption would still be limited to the educators who feel a match between the authored games and their own beliefs and practices. Consequently, game-based teaching would be much more widespread if teachers could develop their own games, or at least customize them. Yet, the development and customization of teaching games are complex and costly. This research uses a design science methodology, leveraging gamification techniques, active and cooperative learning theories, as well as immersive sandbox 3D virtual worlds, to develop a method which allows management instructors to transform any off-the-shelf case study into an engaging collaborative gamified experience. This method is applied to marketing case studies, and uses the sandbox virtual world of Second Life. -- Les jeux sont puissants et motivants, En moyenne, un milliard de personnes passent au moins 1 heure par jour jouer à des jeux vidéo sur ordinateur. Ceci se vérifie encore plus avec les jeunes générations, Nos étudiants sont nés à l'ère du numérique, certains les appellent des < gamers >, d'autres la < génération virtuelle >. Les études montrent que les élèves qui se trouvent en échec scolaire dans les salles de classes traditionnelles, passent aussi plus de temps que leurs homologues à jouer à des jeux vidéo. lls pourraient potentiellement briller, si on leur proposait un autre environnement d'apprentissage. Les enseignants ont la responsabilité d'adapter leur style d'enseignement aux styles d'apprentissage de ces jeunes générations. Toutefois, de nombreux professeurs résistent lorsqu'il s'agit d'utiliser des contenus d'apprentissage assisté par ordinateur, développés par d'autres. Ceci peut être extrapolé à l'enseignement par les jeux : même si un plus grand nombre de jeux éducatifs était créé, leur adoption se limiterait tout de même aux éducateurs qui perçoivent une bonne adéquation entre ces jeux et leurs propres convictions et pratiques. Par conséquent, I'enseignement par les jeux serait bien plus répandu si les enseignants pouvaient développer leurs propres jeux, ou au moins les customiser. Mais le développement de jeux pédagogiques est complexe et coûteux. Cette recherche utilise une méthodologie Design Science pour développer, en s'appuyant sur des techniques de ludification, sur les théories de pédagogie active et d'apprentissage coopératif, ainsi que sur les mondes virtuels immersifs < bac à sable > en 3D, une méthode qui permet aux enseignants et formateurs de management, de transformer n'importe quelle étude de cas, provenant par exemple d'une centrale de cas, en une expérience ludique, collaborative et motivante. Cette méthode est appliquée aux études de cas Marketing dans le monde virtuel de Second Life.
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ABSTRACT Rubber tree (Hevea brasiliensis) crop may accumulate significant amounts of carbon either in biomass or in the soil. However, a comprehensive understanding of the potential of the C stock among different rubber tree clones is still distant, since clones are typically developed to exhibit other traits, such as better yield and disease tolerance. Thus, the aim of this study was to address differences among different areas planted to rubber clones. We hypothesized that different rubber tree clones, developed to adapt to different environmental and biological constrains, diverge in terms of soil and plant biomass C stocks. Clones were compared in respect to soil C stocks at four soil depths and the total depth (0.00-0.05, 0.05-0.10, 0.10-0.20, 0.20-0.40, and 0.00-0.40 m), and in the different compartments of the tree biomass. Five different plantings of rubber clones (FX3864, FDR 5788, PMB 1, MDX 624, and CDC 312) of seven years of age were compared, which were established in a randomized block design in the experimental field in Rio de Janeiro State. No difference was observed among plantings of rubber tree clones in regard to soil C stocks, even considering the total stock from 0.00-0.40 m depth. However, the rubber tree clones were different from each other in terms of total plant C stocks, and this contrast was predominately due to only one component of the total C stock, tree biomass. For biomass C stock, the MDX 624 rubber tree clone was superior to other clones, and the stem was the biomass component which most accounted for total C biomass. The contrast among rubber clones in terms of C stock is mainly due to the biomass C stock; the aboveground (tree biomass) and the belowground (soil) compartments contributed differently to the total C stock, 36.2 and 63.8 %, respectively. Rubber trees did not differ in relation to C stocks in the soil, but the right choice of a rubber clone is a reliable approach for sequestering C from the air in the biomass of trees.
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Agreed upon procedures report on the Iowa Turkey Marketing Council for the period January 1, 2011 through December 31, 2012
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In an epidemiologic investigation of mortality among workers in a Swiss rubber-goods factory the cancer mortality in the period 1955-1975 has been studied in all male workers active on 1 January 1955 in (a) a rubber-goods factory and (b) a munitions factory, the latter as reference population. The two groups numbered some 1000 each. Both factories were located in the same Central Swiss village where no other industry was present. Mortality in each industry is compared with that in the Swiss population in general (SMR) and the mortalities of the two industries are compared with each other. The results tend to confirm that rubber workers are exposed to a higher risk of cancer mortality. Three particular types of cancer are briefly discussed: cancer of the stomach, of the lower urinary tract, and glioblastoma.