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Selecciona los temas de tu interés y recibe en tu correo las publicaciones más actuales
Carlo Montes Anton Urfels Eunjin Han Balwinder-Singh (2023, [Artículo])
Rainy Season TIMESAT APSIM Agricultural Production Systems Simulator Climate Adaptation CIENCIAS AGROPECUARIAS Y BIOTECNOLOGÍA RICE WHEAT MONSOONS WET SEASON CROP MODELLING CLIMATE CHANGE ADAPTATION
Gerald Blasch (2020, [Objeto de congreso])
CIENCIAS AGROPECUARIAS Y BIOTECNOLOGÍA RUSTS MONITORING DISEASE SURVEILLANCE EARLY WARNING SYSTEMS REMOTE SENSING
Paswel Marenya Jeetendra Aryal Annet Mulema Dil Bahadur Rahut (2023, [Artículo])
Agrifood Systems Transformation Global South Institutional Innovations CIENCIAS AGROPECUARIAS Y BIOTECNOLOGÍA AGRIFOOD SYSTEMS GREEN REVOLUTION INNOVATION SUSTAINABLE DEVELOPMENT
Kindie Tesfaye Vakhtang Shelia Pierre C. Sibiry Traore Dawit Solomon Gerrit Hoogenboom (2023, [Artículo])
Seasonal climate variability determines crop productivity in Ethiopia, where rainfed smallholder farming systems dominate in the agriculture production. Under such conditions, a functional and granular spatial yield forecasting system could provide risk management options for farmers and agricultural and policy experts, leading to greater economic and social benefits under highly variable environmental conditions. Yet, there are currently only a few forecasting systems to support early decision making for smallholder agriculture in developing countries such as Ethiopia. To address this challenge, a study was conducted to evaluate a seasonal crop yield forecast methodology implemented in the CCAFS Regional Agricultural Forecasting Toolbox (CRAFT). CRAFT is a software platform that can run pre-installed crop models and use the Climate Predictability Tool (CPT) to produce probabilistic crop yield forecasts with various lead times. Here we present data inputs, model calibration, evaluation, and yield forecast results, as well as limitations and assumptions made during forecasting maize yield. Simulations were conducted on a 0.083° or ∼ 10 km resolution grid using spatially variable soil, weather, maize hybrids, and crop management data as inputs for the Cropping System Model (CSM) of the Decision Support System for Agrotechnology Transfer (DSSAT). CRAFT combines gridded crop simulations and a multivariate statistical model to integrate the seasonal climate forecast for the crop yield forecasting. A statistical model was trained using 29 years (1991–2019) data on the Nino-3.4 Sea surface temperature anomalies (SSTA) as gridded predictors field and simulated maize yields as the predictand. After model calibration the regional aggregated hindcast simulation from 2015 to 2019 performed well (RMSE = 164 kg/ha). The yield forecasts in both the absolute and relative to the normal yield values were conducted for the 2020 season using different predictor fields and lead times from a grid cell to the national level. Yield forecast uncertainties were presented in terms of cumulative probability distributions. With reliable data and rigorous calibration, the study successfully demonstrated CRAFT's ability and applicability in forecasting maize yield for smallholder farming systems. Future studies should re-evaluate and address the importance of the size of agricultural areas while comparing aggregated simulated yields with yield data collected from a fraction of the target area.
CIENCIAS AGROPECUARIAS Y BIOTECNOLOGÍA CROP MODELLING DECISION SUPPORT SYSTEMS FORECASTING MAIZE
Wheat rust early warning systems in Ethiopia: using new technologies to combat crop disease
Gerald Blasch (2020, [Objeto de congreso])
CIENCIAS AGROPECUARIAS Y BIOTECNOLOGÍA RUSTS MONITORING DISEASE SURVEILLANCE EARLY WARNING SYSTEMS
Do provisioning ecosystem services change along gradients of increasing agricultural production?
Ronju Ahammad Stephanie Tomscha Sarah Gergel Frédéric Baudron Jean-Yves Duriaux Chavarría Samson Foli Dominic Rowland Josh Van Vianen Terence Sunderland (2024, [Artículo])
Context: Increasing agricultural production shapes the flow of ecosystem services (ES), including provisioning services that support the livelihoods and nutrition of people in tropical developing countries. Although our broad understanding of the social-ecological consequences of agricultural intensification is growing, how it impacts provisioning ES is still unknown. Objectives: We examined the household use of provisioning ES across a gradient of increasing agricultural production in seven tropical countries (Bangladesh, Burkina Faso, Cameroon, Ethiopia, Indonesia, Nicaragua and Zambia). We answered two overarching questions: (1) does the use of provisioning ES differ along gradients of agriculture production ranging from zones of subsistence to moderate and to high agriculture production? and (2) are there synergies and/or trade-offs within and among groups of ES within these zones? Methods: Using structured surveys, we asked 1900 households about their assets, livestock, crops, and collection of forest products. These questions allowed us to assess the number of provisioning ES households used, and whether the ES used are functionally substitutable (i.e., used similarly for nutrition, material, and energy). Finally, we explored synergies and trade-offs among household use of provisioning ES. Results: As agricultural production increased, provisioning ES declined both in total number and in different functional groups used. We found more severe decreases in ES for relatively poorer households. Within the functional groups of ES, synergistic relationships were more often found than trade-offs in all zones, including significant synergies among livestock products (dairy, eggs, meat) and fruits. Conclusions: Considering landscape context provides opportunities to enhance synergies among provisioning services for households, supporting resilient food systems and human well-being.
Agricultural Production Zones Agricultural Intensifcation Synergies and Trade-Offs Landscape Multifunctionality Social-Ecological Systems CIENCIAS AGROPECUARIAS Y BIOTECNOLOGÍA AGRICULTURE INTENSIFICATION ECOSYSTEM SERVICES LANDSCAPE SOCIAL-ECOLOGICAL RESILIENCE ECOSYSTEM SERVICES
Christian Thierfelder Blessing Mhlanga Hambulo Ngoma Paswel Marenya Md Abdul Matin Adane Tufa (2024, [Artículo])
Production and utilization of crop residues as mulch and effective weed management are two central elements in the successful implementation of Conservation Agriculture (CA) systems in southern Africa. Yet, the challenges of crop residue availability for mulch or the difficulties in managing weed proliferation in CA systems are bigger than a micro-level focus on weeds and crop residues themselves. The bottlenecks are symptoms of broader systemic complications that cannot be resolved without appreciating the interactions between the current scientific understanding of CA and its application in smallholder systems, private incentives, social norms, institutions, and government policy. In this paper, we elucidate a series of areas that represent some unquestioned answers about chemical weed control and unanswered questions about how to maintain groundcover demanding more research along the natural and social sciences continuum. In some communities, traditional rules that allow free-range grazing of livestock after harvesting present a barrier in surface crop residue management. On the other hand, many of the communities either burn, remove, or incorporate the residues into the soil thus hindering the near-permanent soil cover required in CA systems. The lack of soil cover also means that weed management through soil mulch is unachievable. Herbicides are often a successful stopgap solution to weed control, but they are costly, and most farmers do not use them as recommended, which reduces efficacy. Besides, the use of herbicides can cause environmental hazards and may affect human health. Here, we suggest further assessment of the manipulation of crop competition, the use of vigorously growing cover crops, exploration of allelopathy, and use of microorganisms in managing weeds and reducing seed production to deplete the soil weed seed bank. We also suggest in situ production of plant biomass, use of unpalatable species for mulch generation and change of grazing by-laws towards a holistic management of pastures to reduce the competition for crop residues. However, these depend on the socio-economic status dynamics at farmer and community level.
CIENCIAS AGROPECUARIAS Y BIOTECNOLOGÍA INTEGRATED CROP-LIVESTOCK SYSTEMS CROP RESIDUES ZERO TILLAGE SOCIAL NORMS SUSTAINABLE INTENSIFICATION WEED CONTROL
Realidad virtual en fenómenos del espacio interestelar
Antonio Luciano Hernández Padilla (2024, [Tesis de maestría])
153 páginas. Maestría en Diseño y Visualización de la Información.
El proyecto es un prototipo que se distribuye en varias etapas y sigue un enfoque de diseño de videojuegos para crear una experiencia de realidad virtual (también conocida como VR Virtual Reality) organizada y coherente. Requiere una fusión de conceptos multidisciplinarios, incluyendo ingeniería, diseño tridimensional y programación, lo que demanda a los profesionales involucrados tener sólidos conocimientos y habilidades creativas. El diseño de videojuegos se valora como un proceso que exige dedicación y pasión, aunque también se destaca la importancia de establecer reglas y géneros para orientar el desarrollo del juego. En este proyecto, el juego se clasifica como una aventura en primera persona centrada en la exploración del espacio interestelar, donde el jugador debe seguir reglas preestablecidas para alcanzar objetivos. La ludología, como estudio académico de los juegos, resalta la constante esencia de jugar, aprender y socializar en los juegos. La construcción del mundo del juego se basa en un Game Design Document que describe la visión, género y objetivos del juego. "Space Travel" se centra en la exploración espacial y cuenta con una nave espacial minimalista y un exoplaneta rocoso y gélido. Las mecánicas del juego se centran en la recolección de objetos y su activación, con reglas que guían la interacción del jugador con el entorno. Este proyecto busca ofrecer una experiencia de VR inmersiva y atractiva, centrada en el usuario. El enfoque en los principios de diseño de videojuegos y la planificación a través del Game Design Document demuestran un compromiso con la creación de una experiencia gratificante y significativa. La atención a la inmersión y las mecánicas de juego respaldan la afirmación de que es un desarrollo centrado en la experiencia del usuario.
The ongoing project is a prototype in various stages, following a game design approach to create an organized and coherent virtual reality experience. It requires a fusion of multidisciplinary concepts, including engineering, three-dimensional design, and programming, demanding that involved professionals possess strong knowledge and creative skills. Game design is valued as a process that demands dedication and passion, while also emphasizing the importance of establishing rules and genres to guide game development. In this project, the game is classified as a first-person adventure focused on interstellar space exploration, where the player must adhere to preset rules to achieve objectives. Ludology, as an academic study of games, highlights the constant essence of playing, learning, and socializing within games. The construction of the game world is based on a Game Design Document describing the vision, genre, and objectives of the game. "Space Travel" focuses on space exploration, featuring a minimalist spaceship and an icy, rocky exoplanet. Game mechanics revolve around object collection and activation, with rules guiding the player's interaction with the environment. This project aims to deliver an immersive and engaging virtual reality experience centered on the user. The focus on game design principles and planning through the Game Design Document demonstrates a commitment to creating a rewarding and meaningful experience. Attention to immersion and game mechanics supports the assertion that it's a user experience focused development.
Espacio, realidad, virtual, interactividad, diseño, experiencia, usuario. Space, Virtual, Reality, interactivity, design, user, experience. Video games--Design. Outer space--Exploration. Video games--Programming. VRML (Computer program language) Three-dimensional display systems. Videojuegos -- Diseño. Espacio exterior -- Exploración. Diseño de sistemas centrado en el usuario. QA76.76.C672 INGENIERÍA Y TECNOLOGÍA CIENCIAS TECNOLÓGICAS TECNOLOGÍA DE LOS ORDENADORES DISEÑO CON AYUDA DE ORDENADOR
Peter Läderach Paresh Shirsath Steven Prager (2023, [Capítulo de libro])
CIENCIAS AGROPECUARIAS Y BIOTECNOLOGÍA CLIMATE CHANGE CONFLICTS VULNERABILITY EARLY WARNING SYSTEMS