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Marco:Mandalina yer misin? Vitamin. İyi gelir


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Hiç kimse;
Marco:Mandalina yer misin? Vitamin. İyi gelir

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Influence of alpha-naphthalene acetic acid (ANAA) on lubeg (Syzygium spp.) marcots
Abstract
The study was conducted to evaluate the effect of different Alpha – Naphthalene Acetic Acid (ANAA) concentrations to improve marcotting multiplication of Lubeg (Syzygium spp.) as planting clones in Cagayan State University at Lal-lo, Cagayan, Philippines. The study aimed to determine the influence of Alpha Naphthalenel Acetic Acid (ANAA) on the onset of callus formation, root initiation, number of roots, root length and survival rate. The marcotting media used are: Treatment 1 (no ANAA); Treatment 2 (0.5ml ANAA + 100ml distilled water at recommended rate); Treatment 3 (50% ANAA + 50% distilled water) and Treatment 4 (75% ANAA + 25% distilled water). These treatments were randomly assigned to seven experimental blocks where each available Lubeg mother tree was treated as a block in a Randomized Complete Block Design (RCBD). Results showed that there were significant effects on different ANAA concentrations on callus formation and length of roots. However, no significant effects on different ANA concentrations on the root initiation, number of roots and survival rate. The results showed that Lubeg (Syzygium spp.) exposed to root hormones were more prolific in developing root and calluses. The survived rooted cuttings manifested healthy pinkish to whitish roots. There were noticeable differences in the root or callus formation and survival of rooted cuttings in terms of different rate of ANA hormone application. It is recommended that: (a) another trial must be conducted to confirm and give more conclusive results; (b) further research and observations must be performed using different media; and (c) different types of rooting hormone. An attempt to do experiment on established rooted marcots must be conducted to determine age of maturity and height of the trees before it bears its fruit over time.
Introduction
Lubeg (Syzygium spp.) is commonly grown in the province of Lal-lo, Cagayan known locally as malubeg and alebadu. Lubeg is good to the health of consumer because it contains anti-cancer properties and vitamin C that is essential to one’s health. Lubeg does not need any treatment in order to bear flowers and fruit until ripening. Hence, it undergoes natural processes until it reaches maturity stage.
Lubeg is considered as one of the hidden assets of the province of Cagayan Valley. It is a fruit bearing tree and belongs to the family Myrtaceae that exists in most backyards in the locality. It is very common and well known by Cagayanos because many products can be derived from it. Matured, fresh and ripened fruits can be preserved and made as wine, vinegar and used as ingredients in sinigang fish or even meat due to its sour taste. This particular tree is believed to be found only in Cagayan Valley region. This is considered as one town one product (OTOP) of Lal-lo, Cagayan. In fact in 2016, a survey conducted by de Guzman, in her unpublished research found that there are more than 3,996 grown and bearing fruits all over the municipality. The highly productive trees with more than 12-14 meters in height are producing fruits twice a year ranging from 43.50– 52.85kg. Tree -1 (Molina, 2016).
According to Gonzales, AT et al (2016) morphologically, Lubeg which is endemic tree of Cagayan Valley region, is a medium – height tree ranging from 6 to 12.75 meters and a canopy spread of 9.72 meters and a trunk diameter of 48.30cm. It bears fruit twice a year with a very high yield reaching to more than 96kg per harvest/year. The fruit is spheroid to globose berry with the size ranging from 25.9 to 37.6mm and weight of 13.67g. Lubeg is a fruit of limited distribution in the Philippines and believe to be endemic of Cagayan Valley Region. It is a good example of a tree that is noticed only during its fruiting season and is practically neglected the rest of the year. A favorite fresh fruit among Cagayanos, it may be developed as potential industry, a potential money earner for the country because it can be processed commercially into different food products.
A total of 3,936 fruit bearing Lubeg trees are found planted and grown vigorously, naturally and endemically in the region. These Lubeg trees can produce 384,783.36kg fresh Lubeg fruits in a year that can be used as raw materials for wine, vinegar and other byproducts, thus a good source of income of Cagayanos. Normally, the plant is sexually propagated, with the fallen fruits, seeds germinate naturally.
Marcotting may be employed as a micro-propagation technique to enhance the rapid multiplication of tall, high-yielding and purposely transform it into shortstatured, early maturing Lubeg tree in the future.
Basically, fruit crops can be propagated sexually by seeds or asexually by stem, buds, roots, suckers or other plant parts. Seedling materials are highly variable in terms of fruit quality and yield. Long juvenility is another common characteristic of seedling trees. The traditional methods of vegetative propagation for fruits are budding and marcotting. Budding technique is commonly used for durian, mango and rambutan propagation whilst marcotting is mainly adopted for many fruit trees. Marcotting is one of the oldest forms of plant propagation. It is an asexual or vegetable method of plant propagation and can be easily performed with less skill. In this method, the induction of root development is usually done by wounding the part of the plant to be rooted. It is a method of propagating a fruit tree from an existing one, which will bear fruits sooner and the fruits will taste same as the mother plant.
Marcotting is a vegetative method of plant propagation that involves the development of aerial roots while still attached to the parent plant. The formation of roots on the layers, also referred to as marcots, require continuous moisture, adequate aeration and moderate temperatures. Although other methods of propagation exist, marcotting is preferred as it ensured more rooting success, including clones which will not root easily. In addition, marcotting is simple to perform and it allows for larger plants which are readily mature to be produced in faster time. The principal advantage of marcotting is the successful roots development from its stem.
Many clones whose cutting will not root easily can be propagated by marcotting, enabling the plants to be established on its own roots, get the exact replica of parent plants, fast fruiting time, low mortality rate, source of income and cheap. There is also a disadvantage of marcotting like diseases or defects from parent plants could be transferred to new plants. But this can be avoided by selecting a healthy, matured plant as specimen for propagation. To enhance asexual propagations, rooting hormones are usually mixed to media. A rooting hormone is a substance that encourages the plant to produce root cells. But used incorrectly they can actually inhibit root growth; however, they are often used to help the establishment of woody materials such as in heel cuttings. Alpha Naphthalene Acetic Acid (ANAA) is a growth hormone used to enhance or regulate growth and development of a plant. It acts as a catalyst for the new roots and protects the newly marcotted plants from fungus and disease that may have been introduced during the process. Applying root promoting substances, such as ANAA, during marcotting is beneficial. Hence, this study was conducted to determine the performance of marcotted Lubeg as influenced by different concentrations of Alpha Naphthalene Acetic Acid (ANAA).
Normally, the Lubeg plant is sexually propagated, with the fallen fruits, seeds germinate naturally. At present, no attempted has been made to propagate the tree asexually. Thus this context, the researcher attempts to propagate the endemic tree through marcotting technique.
Source : Influence of alpha-naphthalene acetic acid (ANAA) on lubeg (Syzygium spp.) marcots
BOYSENBERRY - RUBUS URSINUS x RUBUS IDAEUS (TUT)
En este blog se muestra la investigación y diseño de la creación de un videojuego cuyo objetivo es advertir y crear conciencia en los padres de familia y mujeres adolescentes acerca de la captación mediante redes sociales para la trata de mujeres en México. El videojuego de tipo serio representa una propuesta que permite a los usuarios tomar el rol de una mamá mexicana que se encuentra en la búsqueda de su hija desaparecida, es una experiencia inmersiva que les permite resolver el problema, tomar decisiones y asumir responsabilidades, de esta forma los usuarios descubrirán los efectos reales de encontrarse en esta situación de riesgo.

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Sitio web italiano desarrollador de videojuegos independientes basados en puntos de vista políticamente liberalistas. Los videojuegos que realiza son de formato corto, on-line y van desde la simulación satírica de negocios, a meditaciones sobre el trabajo y los videojuegos políticamente incorrectos.
Desarrollaron videojuegos como “Phone Story” basado en los suicidios de lo las personas que trabajan haciendo iPhones para Apple, “Operation: Pedopriest”, inspirado en los informes de noticias de presuntos encubrimientos de abusos sexuales por parte de sacerdotes.
Son considerados videojuegos serios ya que "se usan para educar, entrenar e informar. Son usados de forma pedagógica para propósitos políticos, sociales, de mercadotecnia, económicos, ambientales o humanitarios (Arvers, 2009)".
Siguientes análisis de casos relacionados con el proyecto en desarrollo:
EVERY DAY THE SAME DREAM
Es un videojuego corto, en el cual pone al jugador en el papel de un hombre cuya vida está a punto de cambiar. El creador, Paolo Pedercini, afirma "es un juego existencial corto sobre la alienación y la negativa del trabajo"
Al principio muestra la rutina de un personaje, que de su recámara pasa a la cocina, al tráfico y a la oficina, como una vida rutinaria. Sin embargo, el jugador tiene la opción de seguir esa rutina o tiene la libertad de, con la misma mecánica de juego, seguir otro camino para el personaje.
Los elementos lineales en el videojuego llaman la atención tanto en su interacción como en su diseño.
Elementos que se pretenden tomar en el videojuego a desarrollar son el diseño lineal, relación del personaje con el jugador formando parte de sus decisiones y acciones a realizar.
STASIS
Realizado por el área de estudiantes de MolleIndustria, el videojuego ilustra la perspectiva de una mujer de camino a casa en la oscuridad, planeando temas principalmente de género, acoso y seguridad. En él te coloca en el papel de una mujer que recibe una serie de piropos y es acosada constantemente, incluyendo otro papel como la violencia de género.
El jugador debe asegurarse de que el personaje llegue sana y salva a su casa y quitar del camino todos aquellas palabras de acoso.
La violencia de género y acoso, donde colocan a la mujer como un ser vulnerable por medio de un videojuego como forma de concientizar tanto a hombres como a mujeres.
GONE HOME
Videojuego desarrollado por Fullbright.
Ambientado en el año 1995, la trama se centra en la exploración de una mansión en Portland, propiedad de Kaitlin, quien al regresar de viaje no encuentra a nadie en casa, más que una nota. Y comienza a buscar objetos e investigar donde esta su familia. Un videojuego de aventura, que abarca el mecanismo de búsqueda y exploración para llegar a un objetivo.
Mecanismo que se pretende abarcar por la búsqueda del personaje principal.
Principio: Estilo Visual
Necesidad: Brindar información actual de la trata de personas en México / Ilustrativo / Informativo / Atractivo
El diseño de los escenarios, personajes y gráficos del videojuego se harán en estilo flat design, se centra en un uso minimalista de elementos simples, tipografía y colores planos.
Es una manera más fácil y rápida de trasmitir información además de que parece visualmente atractivo y accesible.Este tipo de diseño se puede adaptar a la interfaz en diferentes tipos de dispositivos , ya que es más rápido y fácil de cambiar de tamaño.
El flat disegn se caracteriza por ser un estilo limpio y sencillo, con fondos monocromáticos, imágenes planas, curvas pronunciadas, colores brillantes y tipografías limpias (Cousin, 2014).
Principio: Mecánica de Juego
Necesidad: Funcional/ Interactivo / Narrativa Interactiva
La mecánica de juego es la forma en la que el jugador experimenta el mundo del juego, será intuitiva, constará de explorar y buscar objetos. De esta forma se le dará la libertad al jugador de explorar y tomar decisiones dentro de la historia para llegar a los objetivos.
Principio: Rol del Jugador
Necesidad: Modelo de Concientización de Paulo Freire
El rol del jugador dentro del videojuego será de héroe de esta forma se le permitirá resolver el problema, tomar decisiones y asumir responsabilidades para lograr cambiar el final de la historia.
Principio: Coherencia y Juego Limpio
Necesidad: Inmersivo/ Introspectivo / Suspensión de la incredulidad
Se diseñara de tal forma que todos los elementos del videojuego tengan una relación lógica para lograr que el jugador deje a lado sus facultades críticas y acepte la realidad del juego.
Principio: Motivación y Objetivos
Necesidad: Crear empatía por la situación actual de trata de personas/ Con impacto / Introspectivo / Tomar responsabilidad
Los videojuegos obedecen a motivaciones y objetivos, es necesario que los jugadores sientan un progreso para continuar jugando. (Thompson, 2008)
Principio: Curva de dificultad
Necesidad: Funcional
El juego irá de fácil al principio a complicando conforme avance la historia, esto para lograr que la mayoría de los jugadores sean capaces de participar todo el juego, aprender la mecánica y dar ritmo al juego. (Thompson, 2008)
Principio: Diseño sonoro
Necesidad: Paisaje sonoro / Funcional
Se creara un ambiente sonoro que se utilizará en el videojuego, incluirá efectos de sonido y música, se diseñara de tal forma que los sonidos ayudarán a los jugadores a dar mucha de la información de lo que esta pasando en el juego. (Rogers, 2010)
Principio: Diseño de Interacción del usuario
Necesidad: Brindar información actual de la trata de personas en México
Se definirá cómo, cúando y dónde será necesario presentar la información de utilidad para el jugador.
Principio: Ritmo y Duración
Necesidad: Interacción/ Narrativa Interactiva
La duración del juego será corta para poder dar a entender el mensaje de forma efectiva. El equilibrio entre la acción y los descanso debe tenerse en cuenta. (Thompson, 2008)