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“A escrita tornou-se ferramenta fundante para conhecimento e a interação com o mundo, portanto a execução do projeto Samaúma Literária foi o momento saudável do qual buscou-se respiros no pulmão do mundo, dialogou-se com mulheres sábias da floresta, das águas, dos terreiros, das academias (...). Tecendo textos, falando de si, buscando estímulos para continuar na luta com dignidade, com equidade e sem racismo, que foi tecendo a Vida” ( Luci Chrispim Pinho Micaela).
Value Addition in Agri-Food Industry Waste through Enzyme Technology, Volume Three explores advances in the production of high value-added products from agri-food industry waste/residues using enzyme technology. Waste materials used in hydrogen production are categorized as agricultural waste, municipal waste, industrial waste, and other hazardous wastes. The book explores advances in value-addition to waste materials and includes utilization of industrial, agricultural and municipal waste for its bioconversion using enzyme technology. This book assembles the novel sources and technologies involved in value-added products formation from specific waste materials, making it an essential reference to professionals, scientists, and academics in agri-food and related industries. - Provides biotechnological tools used in valorizing waste for the agri-food industry - Presents novel and eco-friendly alternative processes to produce value added products by food waste utilization - Discusses valuable molecules from agriculture and food industry residues as a future sustainable solution to improve public health and protect the environment
This volume constitutes the refereed proceedings of the 4th Iberian Conference on Pattern Recognition and Image Analysis, IbPRIA 2009, held in Póvoa de Varzim, Portugal in June 2009. The 33 revised full papers and 29 revised poster papers presented together with 3 invited talks were carefully reviewed and selected from 106 submissions. The papers are organized in topical sections on computer vision, image analysis and processing, as well as pattern recognition.
This book brings together the latest updates from various subareas of biomedical engineering, providing readers with a broad overview of the current state of the art and the technological trends to be refined in the coming years with the goal of improving human health. It shows the important advances in each subfield, rehabilitation technology, computational systems applied to health, and medical devices, with practical examples. It includes topics not covered in other books in the area, such as digital health, bioprinting, organs-on-a-chip, the open data paradigm, and electrical impedance tomography. It is a short and easy-to-read book, and provides bibliographic references for the reader t...
This book presents cutting-edge research and developments in the field of Biomedical Engineering. It describes both fundamental and clinically-oriented findings, highlighting advantages and challenges of innovative methods and technologies, such as artificial intelligence, wearable devices and neuroengineering, important issues related to health technology management and human factors in health, and new findings in biomechanical analysis and modeling. Gathering the proceedings of the XXVII Brazilian Congress on Biomedical Engineering, CBEB 2020, held on October 26-30, 2020, in Vitória, Brazil, and promoted by the Brazilian Society of Biomedical Engineering – SBEB, this book gives emphasis to research and developments carried out by Brazilian scientists, institutions and professionals. It offers an extensive overview on new trends and clinical implementation of technologies, and it is intended to foster communication and collaboration between medical scientists, engineers, and researchers inside and outside the country.
This book covers the following main topics: A) information and knowledge management; B) organizational models and information systems; C) software and systems modeling; D) software systems, architectures, applications and tools; E) multimedia systems and applications; F) computer networks, mobility and pervasive systems; G) intelligent and decision support systems; H) big data analytics and applications; I) human–computer interaction; J) ethics, computers and security; K) health informatics; L) information technologies in education; M) information technologies in radio communications; N) technologies for biomedical applications. This book is composed by a selection of articles from The 2022 World Conference on Information Systems and Technologies (WorldCIST'22), held between April 12 and 14, in Budva, Montenegro. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences, and challenges of modern information systems and technologies research, together with their technological development and applications.
A major survey of the economic and social development of Brazil.
This collection covers a variety of materials science topics and has contributions from leading scientists and engineers representing 8 countries and 9 international materials, metals, and minerals societies. Papers are organized into the following sections:Advanced BiomaterialsAdvanced ManufacturingMaterials for Green Energy Materials for Infrastructure Materials for the Oil and Gas Industry Materials for Transportation and LightweightingMinerals Extraction and ProcessingNanocrystalline and Ultra-fine Grain Materials and Bulk Metallic Glasses Steels
"Principles of Gamification for Educational Software" is an essential guide for educators and designers seeking to transform learning through gamification. With a multidisciplinary approach, this book explores the theoretical and practical foundations of applying game elements in technology-mediated educational environments. Through a comprehensive literature review and case studies, the authors analyze the principles, mechanics, and dynamics that make gamification an effective strategy for increasing student motivation, engagement, and learning. Additionally, they address the psychological, pedagogical, and social aspects that influence the design and implementation of gamified experiences....