Academic literature on the topic 'Zelda III'

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Journal articles on the topic "Zelda III"

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Beltramo-Martin, Olivier, Romain Fétick, Benoit Neichel, and Thierry Fusco. "Joint estimation of atmospheric and instrumental defects using a parsimonious point spread function model." Astronomy & Astrophysics 643 (November 2020): A58. http://dx.doi.org/10.1051/0004-6361/202038679.

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Context. Modeling the optical point spread function (PSF) is particularly challenging for adaptive optics (AO)-assisted observations owing to the its complex shape and spatial variations. Aims. We aim to (i) exhaustively demonstrate the accuracy of a recent analytical model from comparison with a large sample of imaged PSFs, (ii) assess the conditions for which the model is optimal, and (iii) unleash the strength of this framework to enable the joint estimation of atmospheric parameters, AO performance and static aberrations. Methods. We gathered 4812 on-sky PSFs obtained from seven AO systems and used the same fitting algorithm to test the model on various AO PSFs and diagnose AO performance from the model outputs. Finally, we highlight how this framework enables the characterization of the so-called low wind effect on the Spectro-Polarimetic High contrast imager for Exoplanets REsearch (LWE; SPHERE) instrument and piston cophasing errors on the Keck II telescope. Results. Over 4812 PSFs, the model reaches down to 4% of error on both the Strehl-ratio (SR) and full width at half maximum (FWHM). We particularly illustrate that the estimation of the Fried’s parameter, which is one of the model parameters, is consistent with known seeing statistics and follows expected trends in wavelength using the Multi Unit Spectroscopic Explorer instrument (λ6/5) and field (no variations) from Gemini South Adaptive Optics Imager images with a standard deviation of 0.4 cm. Finally, we show that we can retrieve a combination of differential piston, tip, and tilt modes introduced by the LWE that compares to ZELDA measurements, as well as segment piston errors from the Keck II telescope and particularly the stair mode that has already been revealed from previous studies. Conclusions. This model matches all types of AO PSFs at the level of 4% error and can be used for AO diagnosis, post-processing, and wavefront sensing purposes.
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SERRANO LASA, Iñaki. "El uso obligatorio de las mascarillas y su afectación a los derechos fundamentales en el Tribunal Supremo." Revista Vasca de Administración Pública / Herri-Arduralaritzarako Euskal Aldizkaria, no. 120 (August 30, 2021): 275–316. http://dx.doi.org/10.47623/ivap-rvap.120.2021.09.

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LABURPENA: COVID-19aren birusak eragindako izurriari aurre egiteko aldarrikatutako gobernuaren neurrietako bat aurpegiko babes-maskaren erabilera orokorra ezartzea izan zen. Auzitegi Goreneko Administrazioarekiko Auzien III. Salaren Laugarren atalak, 2020ko azaroaren 20ko eta abenduaren 17ko epaien bidez, oinarrizko eskubideak babesteko prozedura bereziaren bitartez jarritako administrazioarekiko bi auzi-errekurtso ezetsi zituen, eta ukatu egin zuen Osasun Ministerioaren maiatzaren 19ko 422/2020 Aginduak, haien erabilera arautzekoak, errekurtsogileen oinarrizko eskubideak urratzen zituenik. Aitzitik, Goi Auzitegiak iritzi zion birusaren hedapenaren gaineko ezagutza aintzat hartuta, maskara nahitaez erabiltzea neurri legitimoa, beharrezkoa eta neurrizkoa zela guztion osasuna babesteko interes orokorraren xedea lortzeko, zeina interes partikularren gainetik gailentzen den. Lan honek epaien balorazio kritikoa egitea du xedetzat, edukiaren ikuspegi formal eta material batetik begiratuta, auzia distira handirik gabe ebatzi baitute. Horretarako, aurretiaz, azaletik aztertu dugu larrialdi sanitarioan oinarrizko eskubideak bermatzea zaintzen duen esparru judiziala, bai eta maskaren erabilera orokorraren neurriaren arau-testuingurua ere. Egoerak aitzakia gisa balio digu gure gogoeten esparrua aztergai dugun gai nagusiari lotutako interes juridikoko zenbait alderditara zabaltzeko, eta, halaber, azken balorazio batzuk egiteko, bereziki nahitaezko neurri honen arrazoizkotasunari buruzkoak. ABSTRACT: One of the govermental measures promulgated to cope with the epidemic provoked by COVID-19 virus was the application of the generalized use of the face protection masks. The Fourth Section in the Contentious-Administrative Chamber by the Supreme Court by means of judgments from November 20th and December 17th dismissed some contentious-administrative appeals lodged according to the special process for the protection of fundamental rights, denying that the Order by the Health Ministry 422/2020 of May 19th that rules their use, had violated the appellants fundamental rights. On the contrary, the High Court considered that in the state of knowledge of the dissemination of the virus, the mandatory use of face protection masks was a legitimate measure in order to achieve the general goal of health protection overriding other particular interests. This work aims at critically assessing the judgments, as from a formal an material perspective they sort out the dispute with little brillance. For that, we briefly explore the judicial framework that ensures guarantees of fundamental rigths during health emergency, and also the legal context of the mandatory generalized use of face protection masks. The juncture shall be a pretext for broadening the field for reflecting on some of the aspects of legal interest related to the main issue studied, as well as for providing a final assessment, in particular, on the reasonableness of such a compulsory measure. RESUMEN: Una de las medidas gubernamentales promulgada para hacer frente a la epidemia causada por el virus COVID-19 fue la imposición de la utilización generalizada de las mascarillas faciales de protección. La Sección Cuarta de la Sala III de lo Contencioso-Administrativo del Tribunal Supremo mediante las sentencias de 20 de noviembre y 17 de diciembre de 2020 desestimó sendos recursos contencioso-administrativos interpuestos a través del procedimiento especial de protección de derechos fundamentales, negando que la Orden del Ministerio de Sanidad 422/2020, de 19 de mayo, reguladora de su utilización vulnerase los derechos fundamentales de las personas recurrentes. Por el contrario, el Alto Tribunal consideró que, en el estado de conocimiento de propagación del virus, el uso obligatorio de la mascarilla constituía una medida legítima, necesaria y proporcional para alcanzar el fin de interés general de protección de la salud de todos, el cual prevalece sobre los intereses particulares. Este trabajo tiene por objeto realizar una valoración crítica de estas sentencias, en tanto que desde una perspectiva material de contenido y formal, despachan el litigio sin demasiada profundidad ni brillantez. Para ello, con carácter previo exploramos de forma somera el marco judicial que vela por la garantía de los derechos fundamentales en la emergencia sanitaria, así como el contexto normativo de la medida del uso generalizado de mascarillas. La coyuntura nos sirve de pretexto para ampliar el campo de nuestras reflexiones hacia una serie de aspectos de interés jurídico conexos, además de para aportar unas valoraciones finales sobre la cuestión, en particular, sobre la razonabilidad de dicha medida obligatoria.
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TAJADURA TEJADA, Javier. "El guardián de la Constitución en la obra de E. Sieyès: un precedente de la Justicia Constitucional en Europa." RVAP 99-100, no. 99-100 (December 30, 2014): 2845–72. http://dx.doi.org/10.47623/ivap-rvap.99.100.2014.119.

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LABURPENA: Lan honetan, Konstituzioa defendatzeko organo bat osatzearen beharrari buruz Sieyès apaizak egindako hausnarketak azaldu dira. Sieyès botere eratzailearen eta botere eratuen arteko bereizketaren —hortaz, konstituzionalismo garaikidearen— sortzaile intelektuala izan zen. Konstituzioa aldatzeko prozedura berezia ezartzeko beharra defendatzeaz gain —alderdi hori nabarmendu zuten beste idazle batzuek—, Konstituzioa defendatzeko organoa ere diseinatu zuen. Frantziako Iraultzan, Frejúsko apaizak soilik eman zuen horren berri. Konstituzioa defendatzeko organoa bere eredu politikoaren giltzarria da, baita botere eratzailea kontzeptuaren ondorio logikoa ere, botere horrek sortutako estatu konstituzionalaren oinarria delako. Behar hori Thermidorren 2an esandako hitzaldi garrantzitsu batean azaldu zuen lehen aldiz. Handik bi astera, III. urteko Thermidorren 18an, ideia bera garatu zuen Konbentzio Nazionalean eman zuen beste hitzaldi batean. Sieyèsek Konstituzioa nahitaez bete beharreko arau juridiko loteslea izateko «Konstituzioaren zaindari» bat sortu behar zela planteatu zuen. Sieyès izan zen magistratura horren oinarrizko diseinua egiten lehena, zehaztasun tekniko eta xehetasun maila handiekin, bai osaerari bai funtzioei zegokienez. Eta egun Europako Zuzenbide Konstituzionalaren ondare diren ideia asko aurreratu zituen. Nabarmentzekoa da Justizia Konstituzionala sortu zuela, hainbat helbururekin: gutxiengoak babesteko instituzioa, politika integratzeko organoa, konstituzioarekin lotutako gatazkak ebazteko instantzia gorena eta askatasun jurisdikzioa izatea. RESUMEN: En este trabajo se exponen las reflexiones del abate Sieyès sobre la necesidad de configurar un órgano de defensa de la Constitución. Sieyès —creador intelectual de la distinción entre Poder Constituyente y poderes constituidos, y uno de los fundadores, por tanto, del constitucionalismo contemporáneo— no sólo defendió siempre la necesidad de establecer un procedimiento especial de reforma de la Constitución —aspecto este que fue destacado por otros autores— sino que llevó a cabo también el diseño de un órgano de defensa de la Constitución. En el contexto revolucionario francés, el abate de Frejús fue el único en advertirlo. El órgano de defensa de la Constitución se configura como la clave de bóveda de su modelo político y el corolario lógico del concepto de Poder Constituyente, como fundamento del Estado Constitucional, por él alumbrado. Esta necesidad la advirtió por vez primera en un importante discurso pronunciado el 2 de Termidor. Dos semanas después desarrolló su idea en otro discurso proferido en la Convención Nacional, concretamente el 18 de Thermidor del año III. En él, Sieyès se plantea la necesidad de crear un «guardián de la Constitución» para que esta pueda configurarse como una norma jurídica vinculante, y de obligatorio cumplimiento. Sieyès fue el primero en establecer con gran rigor técnico, y con un muy elevado nivel de detalle, el diseño básico de esa magistratura, tanto en lo que se refiere a su composición como a sus funciones. Y lo hizo anticipándose a muchas ideas que son hoy patrimonio común del Derecho Constitucional europeo. Entre ellas cabe destacar la configuración de la Justicia Constitucional como una institución protectora de las minorías, como un órgano de integración política, como la suprema instancia jurídico-política para la resolución de los conflictos constitucionales, y como una jurisdicción de la libertad. ABSTRACT: This work sets forth the critical thoughts of the Abate Sièyes regarding the need to set up a body for the protection of the Constitution. Sièyes —the intelectual author of the distinction between constituent power and constituted power, and one of the fathers of the contemporary constitutionalism—, did not only stand up for the need to establish a special procedure for the reform of the Constitution —a facet which was emphasyzed by another authors— but also he carried out the design of a body for the defense of the Constitution. In the framework of the revolutionary french context, the Abate from Frejús was the only one to notice it. The body for the defense of the Constitution was envisaged as the cornerstone of his political model and the logic corollary of the notion of constituent power, as the basis for the Constitutional state figured out by him. This necessity was notized for the first time in an important speech pronounced the 2 of Thermidor. Two weeks later, he developed his idea in another speech issued before the National Convention, specifically the 18 of Thermidor of the third year. Sièyes sets the need to establish a «guardian for the Constitution» in order to become a binding legal rule of compulsory observance. Sièyes is the firt one to establish with great technical rigour and with a high level of details, the basic design of that court both regarding its membership and its tasks. And he did it so foreseeing many ideas which are nowadays common ground for the European Constitutional law. Among them it can be emphasyzed the configuration of constitutional justice as a protective institution for minorities, as a body of political integration, as the supreme instance for the resolution of constitutional conflicts and as a jurisdicition for freedom.
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EL ALAOUI, Lamiae, Abdelilah Dekayir, Mohammed Rouai, and EL Mehdi Benyassine. "Lead, zinc and arsenic contamination of pit lake waters in the Zeida abandoned mine (High Moulouya, Morocco)." Geochemistry: Exploration, Environment, Analysis, August 9, 2021, geochem2021–009. http://dx.doi.org/10.1144/geochem2021-009.

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In the Zeida abandoned mine, pit lake waters exhibit alkaline pH and high conductivity. The concentrations of the total dissolved lead and zinc are very low due to their adsorption on clay minerals and iron oxyhydroxides. Conversely, arsenic concentrations in two lakes (ZL1 and ZA) exceeded WHO water quality guidelines. The As content is relatively high in ZL1 lake and exists mainly as As(V). In ZA lake, As(III) occurs in low concentration compared to the total dissolved arsenic, while dimethylarsenic acid [H2AsO2(CH3)2, DMA) prevails. This means that arsenic was methylated by organic matter produced by microorganisms such as chlorella. The sequential extraction of floor sediments in two lakes shows that the bioavailable arsenic contents change between the two lakes. In ZA lake, the sediments show high concentrations of lead and arsenic compared to ZL1 sediment since it is surrounded by mining waste tailings, which are rich in such chemical elements. An arsenic leaching test of ZA sediment shows that bioavailable arsenic is distributed in equal proportion between clay/carbonates, sulfide-organic matter, and iron oxides (HFO) phases, while in ZL1, most of the arsenic is linked to hydrous iron oxides (HFO).Thematic collection: This article is part of the Hydrochemistry related to exploration and environmental issues collection available at: https://www.lyellcollection.org/cc/hydrochemistry-related-to-exploration-and-environmental-issuesSupplementary material:https://doi.org/10.6084/m9.figshare.c.5545316
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Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play." M/C Journal 7, no. 2 (March 1, 2004). http://dx.doi.org/10.5204/mcj.2346.

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Video games are predicated on representations of space, and those spaces are depicted and delimited by specialised visual markings that specify how the game can be played in those areas. For games to present a sense of space, they must display some sense of spatiality beyond that of merely virtualizing a simple game, in the way that puzzle and card games like Tetris and computerized Solitaire do. For games to present space, the games must contain immersive play environments. Many games present immersive environments for play and these spaces can come in many forms: from cityscapes to general play environments in games of various genres and game play styles like Grand Theft Auto 3 (GTA3), Warcraft III, and Super Mario Brothers. Given the many video game genres, this article focuses on games that present some type of virtualized environments. Although video games that present play spaces or environments can be divided into walls, ceilings, and floor or ‘turf’ sections, turf sections prove the most pivotal of the in-game elements to game play. The game turf sections are any part of the game space that the player can use as a basis for spatial exploration. In games like Resident Evil where movement is restricted to walking and running across the floor, only the floors are turf areas. In games like Spiderman—where the player can climb the walls and ceilings with equal ease—the walls, ceilings, and floors all merge into a heterogeneous turf. These game turfs often employ codes such as green for safe and red for danger and create a basic gaming rhetoric for spatial representation and a method for reading video game spaces. In this way, video game turfs serve to mark boundaries and borders for methods of exploration and play. The internal game spaces and delimitations and the external delimitations of the play spaces constitute game turfs. This article also argues that debates over violence in video games misunderstand these turf boundaries and maintains that the violence in video games can be perceived not as random desensitising violence, but as violence within a specific space—that of game play. Media theorists like Dave Grossman and Gloria DeGaetano (Stop Teaching Our Kids to Kill ) and educators like Jeanne B. Funk (“Violent Video Games: Who's at Risk?”) both argue that violent video games can lead to an increase in violent behaviour or desensitization towards violence. These debates over violence in video games ignore the rhetoric of gaming created through markings like turf, and they ignore the physical turf on which video games are most often played. The arguments against violence in video games assume a simple causal relationship between people playing video games and actual violence. These arguments neglect the rhetoric of gaming, which establishes borders and spaces of acceptable action as well as setting the moral turf for actions. Similarly, players rely on the game turfs to indicate game play methods and spatial usage. When the turfs are incorrectly represented, video game players suffer frustration during game play; games also purposely complicate these turfs at times to increase game play difficulty, or to intentionally frustrate players. The internal game space of a video game cannot be examined outside of the space of play because the space of play dictates how the game is played and how the game space is to be read. This interrelationship of game to play space can be seen through the concept of cheating. Johan Huizinga notes that The player who trespasses against the rules or ignores them is a ‘spoil-sport.’ The spoil-sport is not the same as the false player, the cheat; for the latter pretends to be playing the game... It is curious to note how much more lenient society is to the cheat than to the spoil-sport. This is because the spoil-sport shatters the play-world itself. (11) The significance of the play-world to the video game space still holds as true as with other games. While the games have internal rules for game play, the games are played within spaces of play which encompass more than just the rules within the game. The complex relationship of video game internal space as it exists within a field of play requires that any valid discussion of video games and violence must acknowledge the acts and functions within the game and within the play space. For constructing the internal game space, Mark Wolf notes in his article “Abstraction and the Video Game” that video game imagery can be discussed in terms of both appearance and function: “Since the substance of video games is both simultaneously imagery and events, their elements can be abstracted in both appearance and behavior” (49). Wolf’s comment illustrates the multiple levels of significance that accompany seemingly simple video game representations. The simplest level of video game representation is clearly illustrated with games like the Legend of Zelda series, which depicts roads and towns as safe (or safer), and wilderness areas, like forests, swamps, and mountains, as unsafe. The level of ‘safe’ for any area determines how many fights, also called random encounters, occur. The Final Fantasy game series also uses the same distinction with road areas as more secure than wild areas. In addition to security, the area types--desert, forest, swamp--indicate the type of monsters to be encountered. In similar ways, simulation and colonization games like SIMCITY and Warcraft III depict controlled and well developed areas in particular ways while depicting undeveloped areas with markings to indicate the resources or game space type for those areas. The game music also sets the score for the game space, with games like Resident Evil using one score only for the save rooms, a rare safe space in Resident Evil, where the player can save the game and store the items. These game space delimitations help players in reading the game spaces and how the game spaces will operate. These turf types also indicate the acceptable levels of play—that is, how to play appropriately in the game—which both children and adults learn in other types of organised play like sports, board games, card games, and other organised play activities – that is, how to play appropriately in the game. These turf types all indicate internal game space creation. Internal game space rules are also established through the game narrative. These space divisions are not always marked by the same visual language that marks the basic turfs of other games. Instead, these spaces are defined by the visual language as combined with the game narrative. In fact, the game that has sparked the most recent violence and video game controversy, Grand Theft Auto 3, has some of the most exacting narratively defined turfs. GTA3 presents an amoral world of gangsters, crooked cops, prostitutes, and others of similar character. GTA3 further delimits its game space by setting certain areas as turfs for the different criminal elements, including Chinatown for the Chinese gangs, Yakuza areas for the Japanese mafia, and a Mob area for the Italian mafia. Within these turfs, the violence–in-video-games controversy notes violence in terms of blood spilt, but it fails to recognise how the fighting is contextualised within the scope of the game narrative, a turf in itself. Fighting certainly constitutes violence, but in video games it primarily remains violence as self-defense and as violence against non-human creatures. The division between human and non-human may seem grossly arbitrary, but children’s cartoon regulations allow for violence against non-humans while violence against humans remains regulated. Violent turfs, then, also relate to the narrativised nature of the characters against whom the violence is directed. Game narratives also divide games into narrativised turfs with spaces of acceptable action. Within a game like Legend of Zelda or Diablo the player can interact with the villagers, but the player cannot hurt or kill the villagers. The village or town space is a safe place for the player and for the villagers, as are many areas outside of the towns and villages where villagers reside. This safe space also prevents the player from hurting the villagers when they demand inflated prices for goods that would help the player to save the town. This sort of enforced morality based on the game turf is neglected in the debate over violence in video games as with articles like Craig A. Anderson and Karen E. Gill’s, which seek to examine the game as divorced from the play space and from the game narrative even though it shows how video game violence is most often situated within a moral landscape (“Video Games and Aggressive Thoughts”). Distinctions within game spaces are evident in all games that present environments of play because games require borders of play to function. In addition to the visual and narrative turfs within them, video games are played within a physical play space. The game space is the space of the immersive game environment—the story space of Diablo II, for instance. The play space is the space in which the game is played – often a living room or bedroom in a home. The debate over violence in video games neglects the multiple landscapes over which they argue. Furthermore, although this debate focuses on the possibility of children playing video games and then becoming violent, it ignores the fact that the play space of video games is a physical and mental space of unreality and make-believe where players are most often heroes fighting against evil monsters. Arguments over violence in video games collapse these levels of game space and the play space within which the games are played. Although the internal game space may be filled with mobsters, blood, and killing, the play space is most often defined by patience, quiet attention, and sharing with other players as the games are played communally with siblings and friends. In confusing the game space by viewing it as solely defined by the narrative of the actual game, the debate over violence in video games also fails to recognise that the use of media varies with different play styles, which also influences the overall play space. While video games do often have violent narratives, video game spaces and play are composites of the actual game and the spaces in which the games are played, which are heavily controlled by how the players play. Video game spaces cannot be reduced to merely the game narratives or game spaces because video game play requires the interaction of play. Considering play requires considering both the internal game spaces and the exterior environment of where and how the players play. Thus, an awareness and examination of game turfs provides a different perspective on the debate over violence and video games that embraces the multiple spaces and multiple uses of space in video games. Works Cited Anderson, Craig A. and Karen E. Dill. “Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life.” Journal of Personality and Social Psychology. 78:4 (April 2000): 772-790. Blizzard Entertainment. Warcraft III: Reign of Chaos. (PC). Irvine, CA: Blizzard Entertainment, 2002. Funk, Jeanne B. “Violent Video Games: Who's at Risk?” Kid Stuff : Marketing Sex and Violence to America's Children. Eds. Diane Ravitch and Joseph P. Viteritti. Baltimore: Johns Hopkins University Press, 2003. 168-192. Grossman, Dave and Gloria DeGaetano. Stop Teaching Our Kids to Kill: A Call to Action against TV, Movie and Video Game Violence. New York: Crown, 1999. Huizinga, Johan. Homo Ludens: A Study of the Play Element in Culture. Boston: Beacon Press, 1955. Maxis (EA). SIMCITY 3000 Unlimited. (PC). Redwood City, CA: Maxis (EA), 2000. Nintendo. Super Mario Brothers. (Nintendo Entertainment System). Redmond, WA: Nintendo, 1985. Rockstar North. Grand Theft Auto 3 (GTA3). (Playstation2, PC) New York: Rockstar Games, 2001. Sucker Punch. Sly Cooper and the Thievius Raccoonus. (Playstation2). San Mateo, CA: SCEA, 2002. Wolf, Mark. “Abstraction and the Video Game.” Eds. Mark Wolf and Bernard Perron. The Video Game Theory Reader. New York: Routledge, 2003. 47-65. Citation reference for this article MLA Style Taylor, Laurie. "Video Game Internal Turfs and Turfs of Play" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0403/09-video.php>. APA Style Taylor, L. (2004, Mar17). Video Game Internal Turfs and Turfs of Play. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0403/09-video.php>
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"DETERMINACIÓN DE COMPUESTOS BIOACTIVOS DEL AGUAYMANTO (Physalis peruviana, Linnaeus, 1753) Y DE SU CONSERVA EN ALMÍBAR MAXIMIZANDO LA RETENCIÓN DE ÁCIDO ASCÓRBICO." Revista ECIPeru, January 17, 2019, 6–10. http://dx.doi.org/10.33017/reveciperu2007.0002/.

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DETERMINACIÓN DE COMPUESTOS BIOACTIVOS DEL AGUAYMANTO (Physalis peruviana, Linnaeus, 1753) Y DE SU CONSERVA EN ALMÍBAR MAXIMIZANDO LA RETENCIÓN DE ÁCIDO ASCÓRBICO DETERMINATION OF BIOACTIVE COMPOUNDS OF AGUAYMANTO (Physalis Peruviana, Linnaeus, 1753) AND ITS CANNED WITH SYRUP MAXIMIZING THE RETENTION OF ASCORBIC ACID Christian Rene Encina Zelada, Milber O. Ureña, Peralta Ritva Repo Carrasco DOI: https://doi.org/10.33017/RevECIPeru2007.0002/ RESUMEN El presente trabajo de investigación es el resultado del estudio de los compuestos bioactivos presentes en el aguaymanto (Physalis peruviana) proveniente del valle del Mantaro-Perú y en su conserva en almíbar. En la Etapa I se determinó los compuestos bioactivos en la materia prima, correspondientes a un estado de madurez 2 y 3 según [1] el fue de 28,55 mg de ácido ascórbico/100 g; 1,77 mg de β-caroteno/100g; 79,23 mg ácido clorogénico/100 g y capacidad antioxidante de 288,95 µg eq trolox/g (parte hidrofílica) y 297,51µg eq trolox/g (parte lipofílica) medido por el método ABTS y de 249,23 µg eq trolox/g medido por el método del DPPH. En la Etapa II se determinaron los factores y sus niveles que influyeron significativamente (p<0,05) en la retención del ácido ascórbico en el proceso de elaboración de la conserva de aguaymanto en almíbar. Mediante el Método Taguchi. El pH del almíbar y la temperatura del tratamiento térmico resultaron ser los factores de mayor influencia en la retención del ácido ascórbico. Los niveles con los que se retuvo mayor cantidad de ácido ascórbico fueron: tiempo de descerado (90 s), temperatura del descerado (80°C), pH del Almíbar (2,5), grados Brix del Almíbar (30), concentración del NaOH en el descerado (0,05%), temperatura (95°C) y tiempo (11,52 min) del tratamiento térmico. En la Etapa III se caracterizó físico-químicamente y microbiológicamente correspondiente al proceso de elaboración de la conserva de aguaymanto en almíbar realizado con los parámetros que maximizaron la retención del ácido ascórbico (50,54 %), determinando además el efecto del tratamiento tecnológico sobre el contenido de carotenos totales (1,59 mg de β-caroteno/100g), Compuestos Fenólicos (39,23 mg ác. clorogénico/100 g) y Capacidad Antioxidante (383,73 µg eq trolox/g y 132,12 µg eq trolox/g medidos por los métodos del ABTS y DPPH respectivamente). Palabras clave: Aguaymanto, Physalis peruviana, capacidad antioxidante, compuestos fenólicos, carotenos totales. ABSTRACT The present investigation is the result of the study of the bioactive compounds present in the aguaymanto (Physalis peruviana) from the valley of Mantaro-Peru and its canned in syrup. In Stage I were determined the bioactive compounds in the raw material, correspondents to maturity‟s condition 2 and 3 as [1] was of 28,55 mg of ascorbic acid /100 g; 1,77 mg of β-caroten/100g; 79,23 mg clorogenic acid /100 g and antioxidant capacity its divides in hidrofílic (288,95 µg eq trolox/g) and lipofílic (297,51µg eq trolox/g), measured by the ABTS method and of 249,23 µg eq trolox/g measured by the method of the DPPH. In Stage II were decided the factors and its levels that influenced significantly (p<0,05) in the retention of the ascorbic acid in the process of production of aguaymanto canned in syrup using Taguchi´s method. The pH of the syrup and the temperature of the heat treatment turned out to be the factors of major influence in the retention of the ascorbic acid. The levels with which major quantity of ascorbic acid was retained were: wax-off time (90 s), wax-off temperature (80°C), pH of the Syrup (2,5), degrees Brix of the Syrup (30), wax-off concentration (0,05 %), temperature (95°C) and time (11,52 min) of the heat treatment. In Stage III was characterized physicist, chemically and microbiologically corresponding to the process of production of the aguaymanto canned in syrup realized with the parameters that maximized the retention of ascorbic acid (50,54%), determining in addition the effect of the technological treatment on the content of totally caroten (1,59 mg of •-caroteno/100g), Compounds Fenólicos (39,23 mg ác. Clorogénico/100 g) and antioxidant capacity (383,73 µg eq trolox/g and 132,12 µg eq trolox/g measured by the methods of the ABTS and DPPH respectively). Keywords: Golden berry, Physalis peruviana, antioxidant capacity, phenolics compounds, carotenes.
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Books on the topic "Zelda III"

1

America, Nintendo of. The Legend of Zelda: Collector's Edition, The Official Nintendo Player's Guide: The Legend of Zelda: Collector's Edition, The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2003.

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Nintendo Role-Playing Games. Brookfield, USA: Millbrook Press, 1991.

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Super NES games secrets: For the super nintendo entertainment system. Rocklin, CA: Prima Pub., 1992.

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Eddy, Andy. Super NES Games Secrets. Rocklin, CA: Prima Publishing, 1992.

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Schwartz, Steven A. The Big Book of Nintendo Games. Greensboro, USA: Compute Books, 1991.

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Arnold, J. Douglas. Awesome Super Nintendo Secrets. Maui, USA: Sandwich Islands Publishing, 1992.

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Editors, Consumer Guide. More Strategies for the Nintendo Games. New Yok, NY: Beekman House, 1989.

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Nintendo Strategies. Lincolnwood, IL: Publications International, Ltd., 1989.

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Tom, Badgett, ed. Ultimate Unauthorized Nintendo Classic Game Strategies. 2nd ed. New York: Bantam Books, 1992.

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Tom, Badgett, ed. Ultimate Unauthorized Nintendo Classic Game Strategies. New York, N.Y.: Bantam Books, 1991.

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Book chapters on the topic "Zelda III"

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Hope, Anthony. "Chapter III: A Merry Evening with a Distant Relative." In The Prisoner of Zenda. Oxford University Press, 2020. http://dx.doi.org/10.1093/owc/9780198841098.003.0004.

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I was not so unreasonable as to be prejudiced against the duke’s keeper because he disliked my complexion; and if I had been, his most civil and obliging conduct (as it seemed to me to be) next morning would have disarmed me. Hearing that...
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