Introduction and objectives. Powdery mildew caused by Uncinula necator and Downy mildew produced by Plasmopara viticola are the most common diseases in the NorthWest Spain vineyards. Knowledge of airborne spore concentrations could be a useful tool in the Integrated Pest Management protocols in order to reduce the number of pesticide treatments, applied only when there is a real risk of infection. Material and methods. The study was carried out in a vineyard of the D. O. Ribeiro, in the NorthWest Spain, during the grapevine active period 2004-2012. A Hirts-type volumetric spore-trap was used for the aerobiological monitoring. Results. During the study period the annual total U. necator spores amount ranged from the 578 spores registered in 2007 to the 4,145 spores sampled during 2008. The highest annual total P. viticola spores quantity was observed in 2010 (1,548 spores) and the lowest in 2005 (210 spores). In order to forecast the concentration of fungal spores, ARIMA models were elaborated. Conclusions. The most accurate models were an ARIMA (3.1.3) for U. necator and (1.0.3) for P. viticola. The possibility to forecast the spore presence 72 hours in advance open an important horizon for optimizing the organization of the harvest processes in the vineyard.
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Lately, serious games are a useful tool to learn how humans interact with each other and their environment. The best serious games are simulations that have the appearance of a game, but whose events and / or processes are non-game. Usually they include business domains and military operations (many games are popular entertainment on the basis of business and military operations, but with simpler rules).On the other hand, one of the purposes of Agent-Oriented Software Engineering is the creation of methodologies and tools that enable inexpensive development and maintenance of agentbased software. The relationship between serious games and Agent-Oriented Software Engineering is also clear given that software agents (perhaps intelligent) are used as virtual players or actors in many computer games and simulations, that the agent paradigm is of great interest in social behavior and interaction among agents (that can be thought of as players in a game), and also that the development process for agents is very close to the process of game development.
Ambient Intelligence has emerged lately as the integrating concept which includes Ubiquitous Computing, Ubiquitous Communication and Intelligent User Interfaces. The real implementation of such concepts is based on the use of new technology and innovative ways of development. Agent Oriented Software Engineering techniques and concepts have been used as a way of providing support to ubiquitous computing and communication. In addition, intelligent user interfaces require systems that provide a more efficient and rich interface with the user than the traditional ones. This paper presents a platform called MAPAS, which uses Ambient Intelligence concepts and techniques to give a fully scalable solution to a particular problem. The chosen system provides a solution, using the platform, to personalize the dissemination of events, that is, the system makes available to the user a set of events of his/her interest. This kind of systems requires a high degree of user's personalization. However nowadays, it is the user who must search the events of interest or subscribe to several different services or pages. The platform introduced in this paper takes profit of Agent Oriented technology to provide a system composed of various agents who may run in different devices, which communicate and provide a user personalized selection of events. Moreover, the system is aware of the surrounding environment, can be installed on smart devices, provides a rich and intuitive user interface and uses Augmented Reality techniques to give spatial location data about the events. Regarding the characteristics of the solution, it seems to be suitable for problems in the domain of Ambient Intelligence.
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