751 resultados para Smart environments


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ABSTRACT Seedling quality is crucial to obtain vigorous plants in the field. This study aims to evaluate the emergence and development of soursop seedlings in different substrates in protected environments. The experiment was conducted at the Mato Grosso do Sul State University and carried out using five protected environments: greenhouse, greenhouse with thermo-reflective screen, nursery with monofilament screen, nursery with thermo-reflective screen, and nursery with palm thatch. The substrates (S) consisted of cattle manure (M), humus (H), cassava branches (C), and vermiculite (V) as in the following ratios: S1 = H + V (1:3), S2 = H + V (1:1), S3 = H + V (3:1), S4 = H + C (1:3), S5 = H + C (1:1), S6 = H + C (3:1), S7 = M + V (1:3), S8 = M + V (1:1), S9 = M + V (3:1), S10 = M + C (1:3), S11 = M + C (1:1), S12 = M + C (3:1), S13 = H + M + V (1:1:1), S14 = H + M + C (1:1:1), and S15 = H + M + V + C (1:1:1:1). For the statistical analysis, each of those environments was considered as an experiment in which was used the completely randomized design; subsequently, it was performed a combined analysis of them. In summary, the greenhouse with thermo-reflective screen and combined substrates with “M + V” promote greater development of the seedlings. High concentrations of “V” or “C” cause no beneficial effect on soursop seedlings.

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ABSTRACT The quality of seedling is critical to obtain vigorous plants in the field. The present study aimed to assess biomasses and biometric relations of soursop seedlings. We used different substrates in protected environments. The experiment was performed at the Universidade Estadual do Mato Grosso do Sul (UFMS) (State University of Mato Grosso do Sul). Five farming environments were developed in greenhouses: one covered with low-density polyethylene film (LDPE), another with with polyethylene and heat-reflective cloth under film under 50% shading in aluminized color, monofilament cloth under 50% shading in black, thermo-reflective cloth under 50% shading in aluminized color, and an environment covered with bacuri coconut straw. Substrates were made of manure, humus, cassava branches and vermiculite at different proportions. Each of them varying from 25%, 33.3%, 50% and 75% in mixture combination. Each environment was considered an experiment. A completely randomized design was adopted and later a joint analysis of them. Agricultural greenhouse covered with LDPE and thermo-reflective cloths under 50% of shading, proportionated seedlings with greater biomass. Substrates containing manure are the most suitable for soursop seedlings. High percentages of earthworm humus produce low quality soursop seedlings. Soursop seedlings had a Dickson’s quality index around 0.335. The greenhouse covered only with LDPE film did not produce high quality seedlings.

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The aim of this dissertation is to investigate if participation in business simulation gaming sessions can make different leadership styles visible and provide students with experiences beneficial for the development of leadership skills. Particularly, the focus is to describe the development of leadership styles when leading virtual teams in computer-­supported collaborative game settings and to identify the outcomes of using computer simulation games as leadership training tools. To answer to the objectives of the study, three empirical experiments were conducted to explore if participation in business simulation gaming sessions (Study I and II), which integrate face-­to-­face and virtual communication (Study III and IV), can make different leadership styles visible and provide students with experiences beneficial for the development of leadership skills. In the first experiment, a group of multicultural graduate business students (N=41) participated in gaming sessions with a computerized business simulation game (Study III). In the second experiment, a group of graduate students (N=9) participated in the training with a ‘real estate’ computer game (Study I and II). In the third experiment, a business simulation gaming session was organized for graduate students group (N=26) and the participants played the simulation game in virtual teams, which were organizationally and geographically dispersed but connected via technology (Study IV). Each team in all experiments had three to four students and students were between 22 and 25 years old. The business computer games used for the empirical experiments presented an enormous number of complex operations in which a team leader needed to make the final decisions involved in leading the team to win the game. These gaming environments were interactive;; participants interacted by solving the given tasks in the game. Thus, strategy and appropriate leadership were needed to be successful. The training was competition-­based and required implementation of leadership skills. The data of these studies consist of observations, participants’ reflective essays written after the gaming sessions, pre-­ and post-­tests questionnaires and participants’ answers to open-­ ended questions. Participants’ interactions and collaboration were observed when they played the computer games. The transcripts of notes from observations and students dialogs were coded in terms of transactional, transformational, heroic and post-­heroic leadership styles. For the data analysis of the transcribed notes from observations, content analysis and discourse analysis was implemented. The Multifactor Leadership Questionnaire (MLQ) was also utilized in the study to measure transformational and transactional leadership styles;; in addition, quantitative (one-­way repeated measures ANOVA) and qualitative data analyses have been performed. The results of this study indicate that in the business simulation gaming environment, certain leadership characteristics emerged spontaneously. Experiences about leadership varied between the teams and were dependent on the role individual students had in their team. These four studies showed that simulation gaming environment has the potential to be used in higher education to exercise the leadership styles relevant in real-­world work contexts. Further, the study indicated that given debriefing sessions, the simulation game context has much potential to benefit learning. The participants who showed interest in leadership roles were given the opportunity of developing leadership skills in practice. The study also provides evidence of unpredictable situations that participants can experience and learn from during the gaming sessions. The study illustrates the complex nature of experiences from the gaming environments and the need for the team leader and role divisions during the gaming sessions. It could be concluded that the experience of simulation game training illustrated the complexity of real life situations and provided participants with the challenges of virtual leadership experiences and the difficulties of using leadership styles in practice. As a result, the study offers playing computer simulation games in small teams as one way to exercise leadership styles in practice.

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This dissertation presents studies on the environments of active galaxies. Paper I is a case study of a cluster of galaxies containing BL Lac object RGB 1745+398. We measured the velocity dispersion, mass, and richness of the cluster. This was one of the most thorough studies of the environments of a BL Lac object. Methods used in the paper could be used in the future for studying other clusters as well. In Paper II we studied the environments of nearby quasars in the Sloan Digital Sky Survey (SDSS). We found that quasars have less neighboring galaxies than luminous inactive galaxies. In the large-scale structure, quasars are usually located at the edges of superclusters or even in void regions. We concluded that these low-redshift quasars may have become active only recently because the galaxies in low-density environments evolve later to the phase where quasar activity can be triggered. In Paper III we extended the analysis of Paper II to other types of AGN besides quasars. We found that different types of AGN have different large-scale environments. Radio galaxies are more concentrated in superclusters, while quasars and Seyfert galaxies prefer low-density environments. Different environments indicate that AGN have different roles in galaxy evolution. Our results suggest that activity of galaxies may depend on their environment on the large scale. Our results in Paper III raised questions of the cause of the environment-dependency in the evolution of galaxies. Because high-density large-scale environments contain richer groups and clusters than the underdense environments, our results could reflect smaller-scale effects. In Paper IV we addressed this problem by studying the group and supercluster scale environments of galaxies together. We compared the galaxy populations in groups of different richnesses in different large-scale environments. We found that the large-scale environment affects the galaxies independently of the group richness. Galaxies in low-density environments on the large scale are more likely to be star-forming than those in superclusters even if they are in groups with the same richness. Based on these studies, the conclusion of this dissertation is that the large-scale environment affects the evolution of galaxies. This may be caused by different “speed” of galaxy evolution in low and high-density environments: galaxies in dense environments reach certain phases of evolution earlier than galaxies in underdense environments. As a result, the low-density regions at low redshifts are populated by galaxies in earlier phases of evolution than galaxies in high-density regions.

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Pro gradu -tutkielmani tavoitteena on analysoida ympäristön merkityksiä yhdysvaltalaiskirjailija Don DeLillon (1936-) romaanissa White Noise (1985). Lähestyn romaania ekokriittisen kirjallisuudentutkimuksen näkökulmasta ja kytken sen ekokriitikko Lawrence Buellin ajatukseen nk. ympäristöalitajunnasta. Analysoin DeLillon romaania myös yhteydessä filosofi Jean Baudrillardin ajatukseen postmodernin ajan länsimaisessa ja erityisesti amerikkalaisessa yhteiskunnassa vallalla olevasta simulaatioiden järjestelmästä. White Noise -romaanin todellisuus vastaa Baudrillardin ajatusta yhteiskunnasta, jossa representaatiot ja simulaatiot ovat korvanneet todellisuuden. Media, erityisesti televisio, tuottaa jatkuvasti kuvia ja simulaatioita, joiden kyllästämässä todellisuudessa aineellinen maailma ja luonto jäävät tavoittamattomiin. White Noise -romaanin henkilöiden yhteys aineelliseen ympäristöönsä ja luonnonilmiöihin on katkennut, sillä heidän arkensa pyörii pitkälti kuluttamisen ja televisionkatselun ympärillä. Romaanin todellisuudessa myös identiteetistä on tullut eräänlainen tuote, jonka jokainen voi rakentaa mieleisekseen kulutusvalinnoillaan. Identiteettiproblematiikan ohella myös kuolemalla on keskeinen asema tutkielmassani. White Noise -romaanin päähenkilö Jack Gladney kärsii paniikinomaisesta kuolemanpelosta, jota pyrkii torjumaan erilaisin keinoin siinä kuitenkaan onnistumatta. Tavoitteenani on osoittaa, että tämä piinaava pelko kuolemaa kohtaan on syntynyt simulaatioyhteiskunnan tuloksena. Vieraantuminen aineellisesta maailmasta ja luonnon prosesseista on johtanut vieraantumiseen ruumiista ja kuolemasta. Analysoin kuolemaa romaanissa eräänlaisena simulaatioiden maailman äärirajana, viimeisenä luonnollisena tapahtumana. White Noise -romaanin päähenkilö Jack Gladney ahdistuu kulutuskeskeisessä, simulaatioiden kyllästämässä elinympäristössään. Tulkitsen tämän ahdistuksen tarpeena tunnistaa tärkeä vuorovaikutussuhde yksilön ja hänen aineellisen ympäristönsä välillä. Jack ei ole vielä täysin sulautunut osaksi simulaatioiden maailmaa, vaan hän tiedostaa kytköksen itsensä ja aineellisen maailman välillä. Tämä romaanista implisiittisesti esiin nouseva tiedostamisen tunne korostaa ihmisen ja ympäristön sekä laajemmin kulttuurin ja luonnon välttämätöntä yhteyttä. DeLillon romaanista on löydettävissä ajatus ympäristöalitajunnasta, joka alleviivaa ympäristön ja luonnon merkitystä ihmiselle.

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Salmonella serovars isolated from swine are of particular interest not only because of the pathogenic potential for this animal species, but also due to its relevance with regard to public health. On basis of the profile of resistance to antimicrobials, 13 Salmonella strains were selected which belonged to the serovars Muenster (7), Derby (4), Typhimurium (1), and Braenderup (1). They were isolated from healthy swine as well as from the abattoir environment in the state of Rio de Janeiro. All strains of Salmonella were subjected to bacterial conjugation, and the E. coli K12 Nal r Lac+ F standard strain was used as receptor, with the purpose to verify the ability to transfer the resistance marks. Gene transfer phenomenon was detected in seven strains, and except SalmonellaTyphimurium which transconjugated to Sm, Tc and Su, the remaining ones were characterized by transferring mark Su only. By plasmidial analysis of strains used and their respective transconjugants, 63 Kb plasmid was found, which was probably related to S. Typhimurium resistance.

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Technological developments in microprocessors and ICT landscape have made a shift to a new era where computing power is embedded in numerous small distributed objects and devices in our everyday lives. These small computing devices are ne-tuned to perform a particular task and are increasingly reaching our society at every level. For example, home appliances such as programmable washing machines, microwave ovens etc., employ several sensors to improve performance and convenience. Similarly, cars have on-board computers that use information from many di erent sensors to control things such as fuel injectors, spark plug etc., to perform their tasks e ciently. These individual devices make life easy by helping in taking decisions and removing the burden from their users. All these objects and devices obtain some piece of information about the physical environment. Each of these devices is an island with no proper connectivity and information sharing between each other. Sharing of information between these heterogeneous devices could enable a whole new universe of innovative and intelligent applications. The information sharing between the devices is a diffcult task due to the heterogeneity and interoperability of devices. Smart Space vision is to overcome these issues of heterogeneity and interoperability so that the devices can understand each other and utilize services of each other by information sharing. This enables innovative local mashup applications based on shared data between heterogeneous devices. Smart homes are one such example of Smart Spaces which facilitate to bring the health care system to the patient, by intelligent interconnection of resources and their collective behavior, as opposed to bringing the patient into the health system. In addition, the use of mobile handheld devices has risen at a tremendous rate during the last few years and they have become an essential part of everyday life. Mobile phones o er a wide range of different services to their users including text and multimedia messages, Internet, audio, video, email applications and most recently TV services. The interactive TV provides a variety of applications for the viewers. The combination of interactive TV and the Smart Spaces could give innovative applications that are personalized, context-aware, ubiquitous and intelligent by enabling heterogeneous systems to collaborate each other by sharing information between them. There are many challenges in designing the frameworks and application development tools for rapid and easy development of these applications. The research work presented in this thesis addresses these issues. The original publications presented in the second part of this thesis propose architectures and methodologies for interactive and context-aware applications, and tools for the development of these applications. We demonstrated the suitability of our ontology-driven application development tools and rule basedapproach for the development of dynamic, context-aware ubiquitous iTV applications.

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The report describes those factors of the future that are related to the growth and needs of Russia, China, and India and that may provide significant internationalisation potential for Uusimaa companies. The report examines the emerging trends and market-entry challenges for each country separately. Additionally, it evaluates the training needs of Uusimaa companies in terms of the current offerings available for education on topics related to Russia, China, and India. The report was created via the Delphi method: experts were interviewed, and both Trendwiki material and the latest literature were used to create a summary of experts’ views, statements, and reasons behind recent developments. This summary of views was sent back to the experts with the objective of reaching consensus synthesising the differing views or, at least, of providing argumentation for the various alternative lines of development. In addition to a number of outside experts and business leaders, all heads of Finpro’s Finland Trade Centers participated in the initial interviews. The summary was commented upon by all Finpro consultants and analysts for Russia, China, and India, with each focusing on his or her own area of expertise. The literature used consisted of reports, listed for each country, and an extensive selection of the most recent newspaper articles. The report was created in January-April 2010. On 22 April 2010 its results were reviewed at the final report presentation in cooperation with the Uusimaa ELY Centre.

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Global challenges, complexity and continuous uncertainty demand development of leadership approaches, employees and multi-organisation constellations. Current leadership theories do not sufficiently address the needs of complex business environments. First of all, before successful leadership models can be applied in practice, leadership needs to shift from the industrial age to the knowledge era. Many leadership models still view leadership solely through the perspective of linear process thinking. In addition, there is not enough knowledge or experience in applying these newer models in practice. Leadership theories continue to be based on the assumption that leaders possess or have access to all the relevant knowledge and capabilities to decide future directions without external advice. In many companies, however, the workforce consists of skilled professionals whose work and related interfaces are so challenging that the leaders cannot grasp all the linked viewpoints and cross-impacts alone. One of the main objectives of this study is to understand how to support participants in organisations and their stakeholders to, through practice-based innovation processes, confront various environments. Another aim is to find effective ways of recognising and reacting to diverse contexts, so companies and other stakeholders are better able to link to knowledge flows and shared value creation processes in advancing joint value to their customers. The main research question of this dissertation is, then, to seek understanding of how to enhance leadership in complex environments. The dissertation can, on the whole, be characterised as a qualitative multiple-case study. The research questions and objectives were investigated through six studies published in international scientific journals. The main methods applied were interviews, action research and a survey. The empirical focus was on Finnish companies, and the research questions were examined in various organisations at the top levels (leaders and managers) and bottom levels (employees) in the context of collaboration between organisations and cooperation between case companies and their client organisations. However, the emphasis of the analysis is the internal and external aspects of organisations, which are conducted in practice-based innovation processes. The results of this study suggest that the Cynefin framework, complexity leadership theory and transformational leadership represent theoretical models applicable to developing leadership through practice-based innovation. In and of themselves, they all support confronting contemporary challenges, but an implementable method for organisations may be constructed by assimilating them into practice-based innovation processes. Recognition of diverse environments, their various contexts and roles in the activities and collaboration of organisations and their interest groups is ever-more important to achieving better interaction in which a strategic or formal status may be bypassed. In innovation processes, it is not necessarily the leader who is in possession of the essential knowledge; thus, it is the role of leadership to offer methods and arenas where different actors may generate advances. Enabling and supporting continuous interaction and integrated knowledge flows is of crucial importance, to achieve emergence of innovations in the activities of organisations and various forms of collaboration. The main contribution of this dissertation relates to applying these new conceptual models in practice. Empirical evidence on the relevance of different leadership roles in practice-based innovation processes in Finnish companies is another valuable contribution. Finally, the dissertation sheds light on the significance of combining complexity science with leadership and innovation theories in research.