13 research outputs found

    CUCUMBER RESPONSE TO DIFFERENT GROWING SEASONS AND NITROGEN DOSES

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    The purpose of this study was to verify the effect of growing season and nitrogen doses on the pickling cucumber. This work was carried out in a greenhouse at the Federal Institute of Goiás (IF Goiano) - Campus Urutaí. A randomized block design in a 2 x 5 factorial scheme with four replications was used. Two growing seasons (the first sown in January and second in April) and five nitrogen doses (0, 50, 100, 150, and 200 kg ha-1 of N) were evaluated. The seed of pickling cucumber used was the Kybria F1 hybrid. Nitrogen doses were applied at 15, 30, and 45 days after plant emergence. Each plot was composed of 10 plants, and the four central plants of each plot with a spacing of 0.2 m between plants and 0.8 m between rows were evaluated. Leaf nitrogen content, relative chlorophyll index, stem diameter, length and diameter of fruits, fresh and dry matter of fruits, the fresh matter of shoot, number of fruits, and yield per plant were evaluated. The growing seasons and nitrogen doses influenced the productive traits of the cucumber crop. The first growing season of the cucumber crop shows satisfactory results in terms of yield components at a dose of 100 kg ha-1 of nitrogen.The purpose of this study was to verify the effect of growing season and nitrogen doses on the pickling cucumber. This work was carried out in a greenhouse at the Federal Institute of Goiás (IF Goiano) - Campus Urutaí. A randomized block design in a 2 x 5 factorial scheme with four replications was used. Two growing seasons (the first sown in January and second in April) and five nitrogen doses (0, 50, 100, 150, and 200 kg ha-1 of N) were evaluated. The seed of pickling cucumber used was the Kybria F1 hybrid. Nitrogen doses were applied at 15, 30, and 45 days after plant emergence. Each plot was composed of 10 plants, and the four central plants of each plot with a spacing of 0.2 m between plants and 0.8 m between rows were evaluated. Leaf nitrogen content, relative chlorophyll index, stem diameter, length and diameter of fruits, fresh and dry matter of fruits, the fresh matter of shoot, number of fruits, and yield per plant were evaluated. The growing seasons and nitrogen doses influenced the productive traits of the cucumber crop. The first growing season of the cucumber crop shows satisfactory results in terms of yield components at a dose of 100 kg ha-1 of nitrogen

    Decoding Imagined 3D Hand Movement Trajectories From EEG: Evidence to Support the Use of Mu, Beta, and Low Gamma Oscillations

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    Objective: To date, motion trajectory prediction (MTP) of a limb from non-invasive electroencephalography (EEG) has relied, primarily, on band-pass filtered samples of EEG potentials i.e., the potential time-series model. Most MTP studies involve decoding 2D and 3D arm movements i.e., executed arm movements. Decoding of observed or imagined 3D movements has been demonstrated with limited success and only reported in a few studies. MTP studies normally use EEG potentials filtered in the low delta (~1 Hz) band for reconstructing the trajectory of an executed or an imagined/observed movement. In contrast to MTP, multiclass classification based sensorimotor rhythm brain-computer interfaces aim to classify movements using the power spectral density of mu (8–12 Hz) and beta (12–28 Hz) bands.Approach: We investigated if replacing the standard potentials time-series input with a power spectral density based bandpower time-series improves trajectory decoding accuracy of kinesthetically imagined 3D hand movement tasks (i.e., imagined 3D trajectory of the hand joint) and whether imagined 3D hand movements kinematics are encoded also in mu and beta bands. Twelve naïve subjects were asked to generate or imagine generating pointing movements with their right dominant arm to four targets distributed in 3D space in synchrony with an auditory cue (beep).Main results: Using the bandpower time-series based model, the highest decoding accuracy for motor execution was observed in mu and beta bands whilst for imagined movements the low gamma (28–40 Hz) band was also observed to improve decoding accuracy for some subjects. Moreover, for both (executed and imagined) movements, the bandpower time-series model with mu, beta, and low gamma bands produced significantly higher reconstruction accuracy than the commonly used potential time-series model and delta oscillations.Significance: Contrary to many studies that investigated only executed hand movements and recommend using delta oscillations for decoding directional information of a single limb joint, our findings suggest that motor kinematics for imagined movements are reflected mostly in power spectral density of mu, beta and low gamma bands, and that these bands may be most informative for decoding 3D trajectories of imagined limb movements

    Construindo hábitos alimentares na infância: um olhar para o futuro

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    Sabe-se que diversos fatores estão correlacionados no que se refere à promoção de uma melhor qualidade de vida e prevenção de doenças, incluindo a garantia de uma alimentação adequada desde os primeiros anos de vida de um indivíduo. Crianças que, durante seu desenvolvimento, mantêm uma alimentação adequada, baseada em alimentos do tipo in natura e/ou minimamente processados, apresentam maiores chances de se tornarem adultos saudáveis no futuro. Diante disso, este relato de experiência do Projeto de Extensão Universitário “NutriAção - Projeto de Incentivo a Nutrição e Alimentação Saudável nas Comunidades”, cujo propósito é baseado na alimentação saudável infantil, visa ilustrar a ação de práticas de educação alimentar e nutricional como estratégia na construção de hábitos alimentares saudáveis na infância a partir de atividades em instituições filantrópicas na cidade do Rio de Janeiro

    SOCIAL DISCOUNTING AND THE PROBABILITY OF MASK WEARING

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    The COVID-19 pandemic has impacted nearly everyone around the world, and it has led to a unique opportunity to draw new conclusions regarding social behavior. During the international COVID-19 pandemic, many recommendations have been established as potential mitigations to prevent the spread of the virus, perhaps most controversial, mask wearing. The present study aimed to identify the extent to which the degree of social discounting correlates with lower probabilities of mask wearing in individuals. It was hypothesized that the greater the social discounting, the less likely subjects would be to wear masks and conversely, the lower the social discounting the more likely subjects would be to wear masks

    Development of a serious game for rehabilitation of upper limb amputees

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    The development of virtual environments as a support tool in the rehabilitation processes has proved to be valid and important for the users, providing a differentiated and fun way to execute the procedures. The more immersed and motivated the user feels in the virtual environment, there is less chance of him giving up the rehabilitation process and there is more chance of getting better levels of use. The connection of the virtual environment with the application of serious gaming characteristics makes it favorable to create a system that allows the user to evolve in their rehabilitation process, as they enjoy the tasks and challenges proposed. However, the development of an environment like this requires the right choice from the interaction devices to the modeling of the environment and the definition of the tasks and the challenges of the game. In this context, this work proposes the development of a virtual training environment for amputees to minimize their time to adapt to a real prosthesis, using a tether with different sensor to interact with the virtual environment. The training protocols were provided by healthcare professionals and the interaction technology was developed under the supervision of them, seeking to make sure that the satisfactory level of mobility and comfort for the user will be high.CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível SuperiorDissertação (Mestrado)O desenvolvimento de ambientes virtuais como ferramenta de apoio nos processos de reabilitação demostrou ser válido e importante para os usuários, ao proporcionar uma forma diferenciada e divertida para a execução dos procedimentos. Quanto mais imerso e motivado o usuário se sentir no ambiente virtual, menor será a chance deste usuário desistir do processo de reabilitação e maior será a chance de obter níveis melhores de aproveitamento. A junção do ambiente virtual com a aplicação das características de Jogo Sério torna favorável a criação de um sistema que permita ao usuário evoluir em seu processo de reabilitação, à medida em que ele se diverte com as tarefas e desafios propostos. Entretanto, o desenvolvimento de um ambiente como este requer a correta escolha desde os dispositivos de interação até a modelagem do ambiente e definição das tarefas e desafios do jogo. Neste contexto, este trabalho propõe o desenvolvimento de um ambiente virtual de treinamento para amputados a fim de minimizar seu tempo de adaptação a uma prótese real, utilizando um tirante com sensores acoplados para interagir com o ambiente virtual. Os protocolos de treinamento foram fornecidos por profissionais da área de saúde e a tecnologia de interação foi desenvolvida sob a supervisão destes, procurando garantir um nível de mobilidade e conforto satisfatórios para os usuários

    Extended Reality “X-Reality” for Prosthesis Training of Upper-Limb Amputees: A Review on Current and Future Clinical Potential

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    The rejection rates of upper-limb prosthetic devices in adults are high, currently averaging 26% and 23% for body-powered and electric devices, respectively. While many factors influence acceptance, prosthesis training methods relying on novel virtual reality systems have been cited as a critical factor capable of increasing the likelihood of long-term, full-time use. Despite that, these implementations have not yet garnered widespread traction in the clinical setting, and their use remains immaterial. This review aims to explore the reasons behind this situation by identifying trends in existing research that seek to advance Extended Reality “X-Reality” systems for the sake of upper-limb prosthesis rehabilitation and, secondly, analyzing barriers and presenting potential pathways to deployment for successful adoption in the future. The search yielded 42 research papers that were divided into two categories. The first category included articles that focused on the technical aspect of virtual prosthesis training. Articles in the second category utilize user evaluation procedures to ensure applicability in a clinical environment. The review showed that 75% of articles that conducted whole system testing experimented with non-immersive virtual systems. Furthermore, there is a shortage of experiments performed with amputee subjects. From the large-scale studies analyzed, 71% of those recruited solely non-disabled participants. This paper shows that X-Reality technologies for prosthesis rehabilitation of upper-limb amputees carry significant benefits. Nevertheless, much still must be done so that the technology reaches widespread clinical use
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