6 research outputs found
Evaluación del rendimiento de algodón (Gossypium hirsutum L) con cuatro niveles de humedad aprovechable en suelo franco en el Valle de Mexicali
En el Valle de Mexicali, Baja California, durante el subciclo primavera-verano 2005, se sembraron 30 mil ha de algodonero, dándose riego superficial en surcos con número indistinto de aplicaciones determinadas empíricamente por el agricultor, obteniéndose rendimientos variables por falta de conocimiento en aplicación del riego para suministrar humedad y obtener máximos rendimientos. El objetivo del presente estudio, fue evaluar cuatro niveles de humedad aprovechable en el suelo antes del riego (20, 40, 60 y 80 %) sobre rendimiento del algodonero. Se construyó una función de respuesta que permite predecir la ganancia de algodón en hueso. Se evaluó la variedad precoz Delta Pine 565 en dos etapas fenológicas (X1 y X2), donde X1, comprende desde la germinación hasta el inicio de la floración y X2 del inicio de la floración (50 % de plantas con flores) hasta la formación de capullos. Para cuantificar el balance hídrico, se midió humedad en suelo con una sonda de neutrones en capas de 15 cm hasta una profundidad de 105 cm. Se utilizó un arreglo factorial (42) y el análisis estadístico de la información se realizó por un modelo de regresión múltiple y análisis de varianza. El mejor ajuste (R2=0.72) se obtuvo con la función Y= 0.6705553+0.15830168X2 - 0.0014X2 2. El ANOVA mostró diferencias significativas (P < .05) entre tratamientos. Los valores X1 y X2 más favorables de humedad aprovechable fueron 35 % y 57 % respectivamente. Los resultados indican que la humedad aprovechable en la segunda etapa presentó mayor efecto sobre el rendimiento de algodón en hueso.
DOI: https://doi.org/10.54167/tecnociencia.v2i3.7
An Augmented Reality Basketball Game for the Environment
The purpose of this presentation is to share a fun and interactive game designed to encourage users to properly dispose of their waste, even those users who might not be particularly interested or passionate about the health of the environment.
Using augmented reality technology with mobile devices, the application will be based on the game of trash can basketball where the user is rewarded for properly disposing of different types of waste a basket. The game will automatically record the throw and it will keep track of the times they successfully ‘throw’ the trash in the basket versus when they miss. This is in the hopes of awakening the competitive spirit among players, giving them a stronger purpose to keep disposing of waste in a more frequent manner while still having fun.
While simple, this project is important because it offers users entertainment and satisfaction of contributing in a positive way to society. Finally, this project will offer me the opportunity to improve my expertise to take on bigger, more influential developer projects in the future
Mobile Augmented Reality for Validating Embodied Learning Agents
Recent research suggests that Augmented Reality (AR) is an emerging technology that can help students learn important concepts about complex subjects. The purpose of this study is to explore the impacts of this new innovative technology for teaching concepts in a classroom environment.
Specifically, the study is motivated by an interest in exploring educational applications of AR combined with mobile technology that could potentially provide engaging contextualized learning for understanding concepts related to STEM careers; more specifically statistics education.
This research Is important because it aims to better understand if AR can help support either deep or surface knowledge acquisition approaches to learning. This study is still in progress, however, the major findings and conclusions will be presented during the poster presentation
CogSketch: An Intelligent Tutoring System Designed to Enhance Engineering Free Body Drawing Ability
Lacking from current engineering education, students often struggle to find resources to help support their ability to learn the important problem solving skill of free body drawing. CogSketch is a new intelligent tutoring system designed to provide problem solving practice with feedback. To assess the efficacy of the tool, we conducted a study to compare student’s performance using CogSketch to a human tutor.
To measure performance, we used biometric sensors to detect students’ behaviors and emotions while being tutored. The sensors include eye-tracking and facial expression recognition. This research is important because an intelligent tutoring program can later be used as another way to develop a better learning outcome for engineering students. This research is still in progress, however, we will share current results and conclusions during the poster presentation
Structure of the Ebembe Language
This poster is an overview of the linguistic features of the Ebembe (bmb; also Kibembe) language, spoken in the Democratic Republic of the Congo and parts of Tanzania, as well as by a number of refugees in the Boise area. Ebembe is classified as a Bantu language, part of the Atlantic-Congo branch of the Niger-Congo language family. Although the language has around 252,000 speakers, it is considerably under-documented in terms of linguistic literature. Throughout the Spring 2019 semester, 13 students in the linguistics capstone course (LING 498) met with a native speaker of Ebembe in order to document and analyze the language’s phonological (sounds), morphological (words), and syntactic (sentences) features. This analysis, accompanied by recordings from sessions with the speaker, helps to serve the linguistic community beyond Boise State by providing other linguists with a new set of data to further their research. It will also serve the Ebembe speaking community by providing well documented resources on their language and archiving such resources for future generations to have access to