4,137 research outputs found

    Protocol for soil functionality assessment in vineyards

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    Protocols used by Resolve partners during the project, to assess soil functionality on degraded aeras and evaluate soil restoration after applying recovering practices

    Protocols for soil functionality assessment in vineyards

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    The purpose of this guideline is to describe the methods used during ReSolVe project for soil functionality assessment, so they can be implemented in similar studies. A brief introduction first underlines what are the main functions of soil and why maintaining an optimal soil functionality is particularly of major interest in viticulture. Then the different protocols selected for ReSolVe project and this guideline are presented according to the following classification: - Part I: assessment of soil physical and chemical features; - Part II: assessment of soil biological features (ecosystem service provision and providers); - Part III: assessment of rhizosphere biological features; - Part IV: assessment of grapevine quantitative and qualitative indicators reflecting soil functionality. In each part, global objectives of the monitoring are explained (what is it used for, in which cases…) and the parameters to evaluate are listed with their corresponding methodological sheet. In these sheets, instructions and information are given about: - Materials needed to perform the sampling and the measurement - Sampling procedure - Analysis procedure - Possible interpretations and conclusions that can be drawn (value and meaning of the results, indication of reference values when existing, potential limit of the protocol) - Bibliographic references related to the method described - Additional helpful information where appropriate (ex: template of sampling sheet

    Protocol for soil functionality assessment in vineyards

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    Protocols used by Resolve partners during the project, to assess soil functionality on degraded aeras and evaluate soil restoration after applying recovering practices

    Linux kernel compaction through cold code swapping

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    There is a growing trend to use general-purpose operating systems like Linux in embedded systems. Previous research focused on using compaction and specialization techniques to adapt a general-purpose OS to the memory-constrained environment, presented by most, embedded systems. However, there is still room for improvement: it has been shown that even after application of the aforementioned techniques more than 50% of the kernel code remains unexecuted under normal system operation. We introduce a new technique that reduces the Linux kernel code memory footprint, through on-demand code loading of infrequently executed code, for systems that support virtual memory. In this paper, we describe our general approach, and we study code placement algorithms to minimize the performance impact of the code loading. A code, size reduction of 68% is achieved, with a 2.2% execution speedup of the system-mode execution time, for a case study based on the MediaBench II benchmark suite

    Design of a digital compression technique for shuttle television

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    The determination of the performance and hardware complexity of data compression algorithms applicable to color television signals, were studied to assess the feasibility of digital compression techniques for shuttle communications applications. For return link communications, it is shown that a nonadaptive two dimensional DPCM technique compresses the bandwidth of field-sequential color TV to about 13 MBPS and requires less than 60 watts of secondary power. For forward link communications, a facsimile coding technique is recommended which provides high resolution slow scan television on a 144 KBPS channel. The onboard decoder requires about 19 watts of secondary power

    Overview of 3D Video: Coding Algorithms, Implementations and Standardization

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    Projecte final de carrera fet en col.laboració amb Linköping Institute of TechnologyEnglish: 3D technologies have aroused a great interest over the world in the last years. Television, cinema and videogames are introducing, little by little, 3D technologies into the mass market. This comes as a result of the research done in the 3D field, solving many of its limitations such as quality, contents creation or 3D displays. This thesis focus on 3D video, considering concepts that concerns the coding issues and the video formats. The aim is to provide an overview of the current state of 3D video, including the standardization and some interesting implementations and alternatives that exist. In the report necessary background information is presented in order to understand the concepts developed: compression techniques, the different video formats, their standardization and some advances or alternatives to the processes previously explained. Finally, a comparison between the different concepts is presented to complete the overview, ending with some conclusions and proposed ideas for future works.Castellano: Las tecnologías 3D han despertado un gran interés en todo el mundo en los últimos años. Televisión, cine y videojuegos están introduciendo, poco a poco, ésta tecnología en el mercado. Esto es resultado de la investigación realizada en el campo de las 3D, solucionando muchas de sus limitaciones, como la calidad, la creación de contenidos o las pantallas 3D. Este proyecto se centra en el video 3D, considerando los conceptos relacionados con la codificación y los formatos de vídeo. El objetivo es proporcionar una visión del estado actual del vídeo 3D, incluyendo los estándares y algunas de las implementaciones más interesantes que existen. En la memoria, se presenta información adicional para facilitar el seguimiento de los conceptos desarrollados: técnicas de compresión, formatos de vídeo, su estandarización y algunos avances o alternativas a los procesos explicados. Finalmente, se presentan diferentes comparaciones entre los conceptos tratados, acabando el documento con las conclusiones obtenidas e ideas propuestas para futuros trabajos.Català: Les tecnologies 3D han despertat un gran interès a tot el món en els últims anys. Televisió, cinema i videojocs estan introduint, lentament, aquesta tecnologia en el mercat. Això és resultat de la investigació portada a terme en el camp de les 3D, solucionant moltes de les seves limitacions, com la qualitat, la creació de continguts o les pantalles 3D. Aquest proyecte es centra en el video 3D, considerant els conceptes relacionats amb la codificació i els formats de video. L'objectiu és proporcionar una visió de l'estat actual del video 3D, incloent-hi els estandàrds i algunes de les implementacions més interessants que existeixen. A la memòria, es presenta informació adicional per facilitar el seguiment dels conceptes desenvolupats: tècniques de compressió, formats de video, la seva estandardització i alguns avenços o alternatives als procesos explicats. Finalment, es presenten diferents comparacions entre els conceptes tractats i les conclusions obtingudes, juntament amb propostes per a futurs treballs

    Shuttle/TDRSS Ku-band downlink study

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    Assessing the adequacy of the baseline signal design approach, developing performance specifications for the return link hardware, and performing detailed design and parameter optimization tasks was accomplished by completing five specific study tasks. The results of these tasks show that the basic signal structure design is sound and that the goals can be met. Constraints placed on return link hardware by this structure allow reasonable specifications to be written so that no extreme technical risk areas in equipment design are foreseen. A third channel can be added to the PM mode without seriously degrading the other services. The feasibility of using only a PM mode was shown to exist, however, this will require use of some digital TV transmission techniques. Each task and its results are summarized

    Study of spin-scan imaging for outer planets missions

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    The constraints that are imposed on the Outer Planet Missions (OPM) imager design are of critical importance. Imager system modeling analyses define important parameters and systematic means for trade-offs applied to specific Jupiter orbiter missions. Possible image sequence plans for Jupiter missions are discussed in detail. Considered is a series of orbits that allow repeated near encounters with three of the Jovian satellites. The data handling involved in the image processing is discussed, and it is shown that only minimal processing is required for the majority of images for a Jupiter orbiter mission
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