227 research outputs found

    水稲における無代掻き作溝直播栽培法に関する研究 第1報作溝幅・湛水方法による生育収量の相違

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    本試験はこれまでの直播栽培法の一層の省力化,安定性,多収性および低コスト化を目的として実証試験を行った。栽培方法は,水稲品種アキヒカリを供試し,10a当たり4.5kgの種子を,無代掻きの作溝区(幅30cm深さ11cm,幅20cm深さ9cm)と無作溝区を設け,湛水後播種した。また,作溝区(幅30cm深さ11cm)に播種後湛水する区と,移植区を設けた。(1)覆土効果は,作溝幅においては20cmより30cmが,また湛水後播種より播種後湛水の方が大きかった。(2)出芽率および苗立ち率は,湛-播30cm区と湛-播20cm区で高く,播-湛30cm区で低かった。(3)草丈は各区ともほぼ同様に推移し,最終的にいずれの直播区も移植区に比ベ10cm以上低くなった。最高分げつ期および出穂期は湛水後播種区で移植区に比べ早まる傾向があった。最高分げつ期茎数は出芽率および苗立ち率と同様な傾向を示した。(4)穂数および精玄米重は出芽率および苗立ち率と同様な傾向を示し,湛-播30cm区>湛-播無作溝区>播-湛30cm区の順に高く,精玄米収量は出芽・苗立ちに起因した穂数が著しく影響したと推察された。湛-播30cm区では,移植区に匹敵する精玄米収量が得られた。また直播区と移植区の収量構成要素を比較してみると,移植区では穂数と一穂粒数が高かったのに対し,直播各区では登熟歩合と精玄米千粒重が高かった。(5)以上の結果,湛水後播種を行うことにより,高い苗立ち率が得られ,収量の安定性が確保された。播種後湛水を行った場合,種子深度が大きくなって苗立ち率が低下し,収量は低下した。しかし,覆土効果が高く,出芽・苗立ちの不安定性が克服されれば,倒伏抵抗性の観点からも有効であると考えられた

    水稲における無代掻き作溝直播栽培法に関する研究 第2報カルパー・倒伏軽減剤の処理が生育収量に及ぼす影響

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    本試験はこれまでの直播栽培法の一層の省力化,安定性,多収性および低コスト化を目的として1992年に引き続き無代掻き作溝直播栽培法の実証試験を行った。岡山大学農学部附属農場の水田において品種日本晴を用い,1993年5月18日に乾田状態の水田に溝幅30cmと20cmで作溝を行い,10a当り4.5kgの種子を動力散粒機で播種し,播種後湛水を行った。作溝幅30,20cmそれぞれの区についてカルパーを粉衣した区と無処理区を設けた。また,参考区として慣行移植区を設けた。倒伏防止を目的として出穂前17日に倒伏軽減剤を直播区と移植区の一部に処理した。得られた試験結果の概要は以下のとおりである。(1)湛水後の溝の深さは,溝幅30cm区および20cm区ともに,播種翌日に約1/2となり,湛水直後の溝の崩壊に伴って種子が覆土されることが確認された。(2)出芽・苗立ち率はいずれの区でも高く,特に溝幅30cm区で,さらにカルパー粉衣区で高くなった。また,種子深度は溝幅30cm区が溝幅20cm区より深く,覆土効果は溝幅30cm区で高かった。さらにカルパーを粉衣した区で覆土効果が高くなる傾向があった。(3)穂数は移植区に比べ直播区で,溝幅20cm区に比べ30cm区で多くなったが,カルパー粉衣による影響は小さかった。一穂穎花数は直播区に比べ移植区で多かったが,m2当り穎花数は各区ともに24~28×103の範囲にあった。精玄米収量は溝幅30cm・カルパー粉衣区で582g・m-2と最も高く,移植区よりも多収を示した。(4)9月上旬に接近した台風の影響で各区ともに倒伏がみられたが,倒伏軽減剤の処理により上位節間,葉身長,穂長が短縮し,処理区では全く倒伏が認められなかった。しかし,倒伏軽減剤処理により移植区では増収が認められたが,直播区では収量に及ぼす影響は小さかった

    Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial

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    Background: Pervasive games aim to create more fun and engaging experiences by mixing elements from the real world into the game world. Because they intermingle with players’ lives and naturally promote more casual gameplay, they could be a powerful strategy to stimulate physical activity among older adults. However, to use these games more effectively, it is necessary to understand how design elements of the game affect player behavior. Objective: The aim of this study was to evaluate how the presence of a specific design element, namely social interaction, would affect levels of physical activity. Methods: Participants were recruited offline and randomly assigned to control and intervention groups in a single-blind design. Over 4 weeks, two variations of the same pervasive game were compared: with social interaction (intervention group) and with no social interaction (control group). In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Changes in the weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity. Results: A total of 20 participants were recruited (no social interaction group, n=10; social interaction group, n=10); 18 participants remained active until the end of the study (no social interaction group, n=9; social interaction group, n=9). Step counts during the first week were used as the baseline level of physical activity (no social interaction group: mean 46, 697.2, SE 7905.4; social interaction group: mean 45, 967.3, SE 8260.7). For the subsequent weeks, changes to individual baseline values (absolute/proportional) for the no social interaction group were as follows: 1583.3 (SE 3108.3)/4.6% (SE 7.2%) (week 2), 591.5 (SE 2414.5)/2.4% (SE 4.7%) (week 3), and −1041.8 (SE 1992.7)/0.6% (SE 4.4%) (week 4). For the social interaction group, changes to individual baseline values were as follows: 11520.0 (SE 3941.5)/28.0% (SE 8.7%) (week 2), 9567.3 (SE 2631.5)/23.0% (SE 5.1%) (week 3), and 7648.7 (SE 3900.9)/13.9% (SE 8.0%) (week 4). The result of the analysis of the group effect was significant (absolute change: η2=0.31, P=.04; proportional change: η2=0.30, P=.03). Correlations between both absolute and proportional change and the play activity were significant (absolute change: r=0.59, 95% CI 0.32 to 0.77; proportional change: r=0.39, 95% CI 0.08 to 0.64). Conclusions: The presence of social interaction design elements in pervasive games appears to have a positive effect on levels of physical activity. Trial Registration: Japan Medical Association Clinical Trial Registration Number JMA-IIA00314; https://tinyurl.com/y5nh6ylr (Archived by WebCite at http://www.webcitation.org/761a6MVAy

    Spin-crossover behaviors in solvated cobalt(II) compounds

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    Two solvated cobalt(ii) terpyridine complexes, [Co(MeO-terpy)2](BF4)2·H2O (1·H2O) and [Co(MeO-terpy)2](BF4)2·acetone (1·acetone) were prepared. Annealing each of these complexes resulted in the formation of two desolvated species, 1 and 1′, respectively. 1·H2O and 1 exhibited two-step and gradual SCO. The compound 1·acetone has high-spin at all temperatures and 1′ undergoes a reverse spin transition due to a phase change

    Photoemission Angular Distribution Beyond the Single Wavevector Description of Photoelectron Final States

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    We develop a novel simulation procedure for angle-resolved photoemission spectroscopy (ARPES), where a photoelectron wave function is set to be an outgoing plane wave in a vacuum associated with the emitted photoelectron wave packet. ARPES measurements on the transition metal dichalcogenide 1T1T-TiS2\mathrm{Ti}\mathrm{S}_2 are performed, and our simulations exhibit good agreement with experiments. Analysis of our calculated final state wave functions quantitatively visualizes that they include various waves due to the boundary condition and the uneven crystal potential. These results show that a more detailed investigation of the photoelectron final states is necessary to fully explain the photon-energy- and light-polarization-dependent ARPES spectra.Comment: 6+14 pages, 4+15 figure
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