77 research outputs found

    Carcass characteristics and beef quality of young grass-fed Angus x Salers bovines

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    To characterize carcass and meat attributes, such as beef eating quality in specific farming conditions, 31 young grass-fed crossbred Angus x Salers cattle in two farming systems (a mono-cattle system versus a mixed system with beef cattle and sheep) were used in this study. Three muscle cuts (striploin—m. longissimus dorsi et thoracis; bolar blade—m. triceps brachii caput longum; internal flank plate—m. obliquus internus abdominis) were used for consumer eating quality testing and striploin was used for panelist eating quality assessment, and objective measurements [Warner–Bratzler shear force (WBSF) and fatty acid (FA) and antioxidant contents]. Results indicated that the farming system had no impact on carcass characteristics or meat quality, but it tended to affect FA content, which is likely explained by between-system differences in animal maturity (assessed by ossification score). Animal gender had significant effects on three eating quality traits evaluated by untrained consumers, with higher flavor liking, overall liking, and overall meat eating quality (MQ4) scores in females than in males. Additionally, FA contents were correlated with sensory quality traits to varying extents: consumer-scored tenderness, flavor, and overall liking were mainly positively correlated with ω-3 and ω-6 polyunsaturated fatty acid (PUFA) contents, and panelist-evaluated tenderness and abnormal flavor were more positively correlated with total lipids, saturated fatty acid (SFA), and monounsaturated fatty acid (MUFA) contents. Overall, this study showed that specific grass-fed crossbred Angus x Salers cattle can produce lean meat rich in ω-3 PUFAs with a low ω-6/ω-3 ratio and with “better than average” beef eating quality

    Large scale collaborative autonomous vehicle simulation and analysis using smartphones

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    Simulation appears as an indispensable tool for automotive manufacturers to validate autonomous vehicle development, this latter reported to require billions of miles of driving. To involve the end users in this validation process, a project of large scale public application on smartphone allowing them to test and submit specific use cases, is presented in this paper. A first version of this application “3DAV Explore” has been released and is already available, allowing users to see in Virtual Reality traffic scenarios in subjective view from the autonomous vehicle and/or from an exterior view. This paper details more deeply the development steps and the libraries used for the second version of this application. Further development steps and implications are also detailed in the conclusion

    Jeux vidéo accessibles pour personnes en situation de handicap

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    Les jeux vidéo sont un acteur important des loisirs numériques et jouent un rôle toujours croissant dans notre société de l’information et de la communication. Outre leur aspect ludique,ils représentent un remarquable outil d’intégration et un excellent support pédagogique. L’accès des personnes en situation de handicap aux jeux vidéo est devenu un enjeu éthique, légal et financier. Ces travaux présentent la problématique générale de l’accessibilité aux jeux vidéo et proposent une classification des problèmes associés selon deux axes : les problèmes d’interaction et les problèmes de niveau de difficulté. Des solutions sont apportées pour chacun des ces problèmes respectivement à l’aide de la multimodalité et d’un moteur d’intelligence artificielle auto adaptatif. Finalement, ces travaux constituent un nouvel apport en faveur de l’accessibilité au sein des jeux vidéo en proposant des solutions pour souligner la faisabilité de leur intégration dans des jeux vidéo « grand public ».Computer games are one of the main elements of the digital entertainment and there role is growing in our society of information and communication. Indeed, more than a play aspect, they are a notable social integration tool and a very good pedagogical tool. The disabled players’ access to the computer games’ universe is become an ethical, legal and financial issue. These works introduce the computer games accessibility outcome and propose to separate the associated problems into two clusters : the interaction ones and the level of difficulty ones. They also propose to solve these problems with auto adaptive artificial intelligence and thanks to multi modality. Finally, these works are a new contribution in support of the computer games accessibility. They propose some solutions to underline the feasibility of the integration of the computer games accessibility mechanisms in the bosom of the mainstream game univers

    Itinéraires de production de taurillons Salers en fonction de la conduite alimentaire avant sevrage :ingestion, performances et caractéristiques des carcasses

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    Deux séries d’expérimentation ont été réalisées en race Salers pour étudier l’impact des apports en lait, fourrage et concentré avant sevrage sur l’ing estion, les performances et la composition corporelle des broutards puis des taurillons en eng raissement. Pendant la phase d’alimentation mixte, trois lots de veaux ont été constitués. Les veaux des lots C-, C+ et L+ tétaient leur mère deux fois par jour et r ecevaient du foin à volonté. Les veaux C+ recevaient en plus du concentré. Les veaux L+ tétai ent une fois par jour sous une vache laitière. L’engraissement a été réalisé avec un régime commun foin et concentré. Les quantités de lait bu étaient supérieures en L+ et ont diminué jusqu’au sevrage pour les trois lots . Les substitutions foin/lait et foin/concentré ont a ugmenté avec le passage à une alimentation solide. Les apports différents ont conduit à une croissance supérieure avant sevrage en L+ (1,51kg/j) et C+ (1,45kg/j) par rapport à C- (1,16kg/j), et à une cr oissance similaire en engraissement. Au sevrage les broutards C+ étaient plus gras et avaient un dévelo ppement des viscères supérieur au lot L+. Après engraissement, les carcasses des 3 lots étaient ide ntiques. Les lots L+ et C- étaient plus efficaces que le lot C+. L’efficacité du lot L+ peut être ass ociée à un meilleur gain de protéines, qui serait associé à l’apport en acides aminés du lait. Un apport élevé de lait permet donc de limiter la c omplémentation avant sevrage. Une évaluation économique permettra de préciser les avantages et i nconvénients de chaque itinéraire

    Accessible card games for visually impaired players

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    International audienceTraditional card games are an alternative to parlour games making it possible to gather all the members of the family from oldest to youngest. Moreover, these games can easily become accessible to visually impaired persons thanks to the use of adapted cards (Braille, adapted size, adapted colours ...). Nevertheless, for a few years, new types of card games have arrived on the market and have met a real success ("Uno", "Pokemon", "Yu-Gi-Oh", "Citadels" ...). These new games have their own cards, their own rules ...which are very different from one to the other and very different from traditional card games. This is why it is much more difficult to make them accessible. The aim of our work is to make accessible all of these card games (new or traditional) from a data processing solution proposing an accessible interface to blind, partially sighted or sighted people. From developed games ("Black Jack" and "Citadels"), a skeleton of application was proposed. This skeleton makes it possible to speed up the development of new accessible games because the main part of accessibility, network management and graphical interface will be automatically taken into account. Then, the design of accessible games is strongly related to the design of accessible interfaces. The research carried out within the framework of this work introduces solutions using the tactile and/or audio modalities to make available a graphical applicatio

    RCF au Sommet de l'Elevage : la journée du 1er octobre en réécoute

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    Article RCF Radiohttps://www.rcf.fr/articles/actualite/sommet-de-lelevage-202

    Semi automatic generator of tactile video games for visually impaired children

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    International audienceCurrently, few video games are accessible for visually impaired people. Nevertheless, there are two ways in order to improve video games accessibility: the use of sound or the use of touch. Even if the latter turns out to be the main exploited solution, the use of touch remains substantial. Indeed, touch is the base of Braille learning and Braille knowledge is the only way for visually impaired persons to access written information alone without any technical help such as computer and vocal analysis. This article introduces our works about tactile video games. It shows games like Snake or Maze, which can be played from a Braille display. Finally, these works have led us to think about the way to introduce tactile games as play aspect in Braille learning
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