Literatura académica sobre el tema "Blender"

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Artículos de revistas sobre el tema "Blender"

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Johnson, P. A., A. K. Outhred, R. F. Raper, and M. McD Fisher. "Constancy of Air-Oxygen Mixtures in Intensive Care." Anaesthesia and Intensive Care 17, no. 1 (1989): 78–82. http://dx.doi.org/10.1177/0310057x8901700115.

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The performance of ten high-flow Bird blenders (3M Company) was assessed to ascertain the stability of the oxygen delivery both over time and within a single respiratory cycle. Blended oxygen concentrations were assessed for both continuous low flow and for intermittent flow with variable tidal volumes as is seen with mechanical ventilation. Studies were repeated after the addition of a high flow bleed from the blender via a T-piece. We observed clinically significant variations in the oxygen concentrations delivered by several blenders when the relationship between air and oxygen supply pressures varied. This variability was greatest when the air and oxygen pressures were nearly equal. When the line pressures were stable, mixed oxygen concentrations were constant but variations in oxygen delivery were found within individual breath cycles. This could be explained by postulating that at the initiation of flow from the blender a small pocket of unblended gas (pure air or pure oxygen) was issued by the blender before the balancing mechanism stabilised to deliver the desired oxygen concentration. This variability of oxygen delivery may have considerable impact on the measurement of oxygen consumption using the open circuit technique. The addition of a high flow bleed completely ablated this blender-derived variation in oxygen delivery.
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Hosen, Md Saikat, Shahed Ahmmed, and Sreekanth Dekkati. "Mastering 3D Modeling in Blender: From Novice to Pro." ABC Research Alert 7, no. 3 (2019): 169–80. http://dx.doi.org/10.18034/ra.v7i3.654.

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The open-source 3D modeling and animation software Blender has become a powerhouse for artists, designers, and hobbyists. Blender's capabilities and creative industry effects are summarized in this abstract. Due to its comprehensive features and unwavering community support, Blender has grown from a simple tool to an industry standard. This flexible instrument suits beginners and experts. Blender has an excellent user interface, several modeling and sculpting capabilities, a robust material and texture system, and powerful rendering engines like Cycles and Eevee. Open-source development keeps Blender available to anyone, making it a pioneer in democratizing 3D modeling and animation technologies. Blender is a creative movement that lets anyone with an idea realize their vision. Blender is our entry to 3D modeling and animation, novice or experienced. This study discusses the essential techniques of 3D modeling, shading, materials, rendering, textures in blender, rigging and animation, and physical simulation. The review presents a guide step-by-step, ensuring that develop a solid foundation in each aspect of Blender's powerful toolset.
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Sowndhararajan, Kandhasamy, Nyuk Ling Chin, Yus Aniza Yusof, Lee Ling Lai, and Wan Aida Wan Mustapha. "Effect of Blender and Blending Time on Color and Aroma Characteristics of Juice and Its Freeze-Dried Powder of Pandanus amaryllifolius Roxb. Leaves (Pandan)." International Journal of Food Engineering 12, no. 1 (2016): 75–81. http://dx.doi.org/10.1515/ijfe-2015-0096.

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Abstract The color and aroma properties of Pandanus amaryllifolius Roxb. leaves (pandan) were studied by mechanical extraction using normal and turbo blade blenders under different blending times (60–180 s). The extracted juice was freeze-dried into powders and its aroma components were measured in a solid-phase microextraction using gas chromatography/mass spectrometry (SPME-GC/MS) analysis. The turbo blade blender provided maximum color pigment of greenness and yellowness at blending time of 90 s as compared to the normal blender that required 180 s. In GC-MS analysis, the major component, 2-acetyl-1-pyrroline, was found to be one time higher in the freeze-dried pandan juice samples obtained from turbo blade blender than normal blender. Other components including the cis-3-hexanal, 2-methylene-4-pentenenitrile and 1,2,4-trimethylbenzene were also detected in the samples. In conclusion, the turbo blade blender is more effective than normal laboratory blender in terms of color extraction, particle size reduction and the aroma retention.
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Gonsalves, Jesleena. "Blender as an Alternative to Architectural Apps." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 03 (2024): 1–11. http://dx.doi.org/10.55041/ijsrem29069.

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Blender, a 3D modeling and animation software, holds significant potential as a vital tool in architecture due to its varied capabilities. This abstract elaborates on the relevance of Blender in architectural practice and research. The paper highlights Blender's capacity to facilitate architectural visualization, design iteration, and virtual prototyping. It iterates on how Blender empowers architects to create immersive, photorealistic renderings, aiding in communication with clients and stakeholders. Moreover, the abstract delves into Blender's role in exploring innovative architectural concepts through parametric modeling, simulation, and experimentation. Keywords: 3D Modeling, Animation, Rendering, Texturing, Rigging, UV Mapping
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Bruns, Nico. "Blender." Der Unfallchirurg 123, no. 9 (2020): 747–50. http://dx.doi.org/10.1007/s00113-020-00836-0.

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Dipahayu, Damaranie Dipahayu, and Silfiana Nissa Permatasari. "PENGARUH METODE PENGGERUSAN TABLET VITAMIN C TERHADAP KADAR BAHAN AKTIF." Jurnal Kimia Riset 4, no. 2 (2019): 94. http://dx.doi.org/10.20473/jkr.v4i2.16358.

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One form of prescription service is preparing pulveres dosage form. Pulveres are generally obtained from the grinding technique of several tablet preparations and mixing them. The common grinding technique is manually using a mortar-stamper and a blender (pulverization machine). The use of a blender is considered more practical and shortens the time but the heat of blender can reduce levels of active ingredients which is unstable of high temperature. This study aims to determine whether the manual grinding method and blender of vitamin C tablets will affect the levels of active ingredients. Determination of levels of active ingredients of vitamin C tablets that was crushed by the HPLC method. Based on the results of the study, it is known that the levels of manually crushed vitamin C are 191,919 mg and 192,872 mg, while the blended vitamin C levels are 181,204 mg and 179,886 mg. The conclusion of this study shows that the blender method can cause a decrease in vitamin C levels greater than the manual method however, both methods can still maintain the availability of ascorbic acid content in the concentration range of 90% - 110.0%.
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Lian, Xiaolei, and Chonglin Tang. "GE-Blender: Graph Based Knowledge Enhancement for Blender." Advances in Artificial Intelligence and Machine Learning 03, no. 04 (2023): 1572–87. http://dx.doi.org/10.54364/aaiml.2023.1190.

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In spite of the considerable accomplishments in open-domain dialogue generation, the presence of unseen entities can substantially impact the task, resulting in a performance decline in model-driven dialogue generation. While previous research has utilized retrieved knowledge of seen entities to augment model representation, a comprehensive exploration of unseen entities, including their potential co-occurrence and semantic associations within the entity category, remains largely uncharted. In this study, we propose an approach to address this challenge. We construct a graph by extracting entity nodes, enhancing the contextual representation of unseen entities by leveraging the 1-hop surrounding nodes of associated entities. Furthermore, we introduce a named entity tag prediction task to address the issue of unseen entities not present in the constructed graph. We conduct our experiments on an open dataset Wizard of Wikipedia and the empirical results indicate that our approach outperforms the state-of-the-art approaches on Wizard of Wikipedia.
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Rohman, Nur, Junarti Junarti, and Ari Yoga Pangestu. "Pengembangan Perangkat Pembelajaran Model Blender (Blended Learning) untuk Membangun Pemahaman Materi Fungsi." Jurnal Penelitian Pendidikan 14, no. 2 (2022): 128–35. http://dx.doi.org/10.21137/jpp.2022.14.2.7.

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Abstrak: Penelitian ini merupakan penelitian yang mengembangkan perangkat pembelajaran matematika menggunakan model Blended Learning (BLENDER) pada materi limit fungsi aljabar. Latar belakang penelitian ini adalah pembelajaran matematika cenderung menggunakan metode ceramah dan siswa belum terlibat aktif dalam proses pembelajaran, selain itu dalam proses menghitung nilai limit siswa masih mengalami kesulitan. Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran matematika, mendeskripsikan kualitas perangkat pembelajaran model Blended Learning dan mengetahui respon siswa terhadap proses pembelajaran matematika pada materi limit fungsi aljabar. Penelitian ini menggunakan model ADDIE yang meliputi: (1) tahap analisis (Analisys), (2) tahap perancangan (Design), (3) tahap pengembangan (Development), (4) tahap penggunaan (Implementation), dan (5) tahap evaluasi (Evaluation). Prangkat pembelajaran yang dikembangkan adalah silabus dan RPP. Subjek penelitian ini adalah siswa kelas XII TEI SMK Negeri 2 Bojonegoro. Objek penelitian adalah semua perangkat pembelajaran yang dikembangkan oleh peneliti. Teknik pengumpulan data yang digunakan adalah observasi dan wawancara. Hasil penelitian menunjukan bahwa: 1) Perangkat pembelajaran telah berhasil dikembangkan dengan menggunakan model ADDIE, 2) Hasil validasi peragkat pembelajaran adalah 4 termasuk kategori baik. Hasil ketuntasan siswa mencapai 91,4 % kategori sangat baik, 3) Hasil kuesioner respon siswa terhadap proses pembelajaran dengan menggunakan model Blended Learning memperoleh hasil 82,9 % termasuk dalam kategori baik. Guru merasa terbantu dalam melaksanakan pembelajaran dengan menggunakan model Blended Learning.
 Kata kunci: Perangkat pembelajaran BLENDER; model Blended Learning; Limit Fungsi Aljabar
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Dyah Putri Santoso, Marryna, and Vivin Nopiyanti. "PENGARUH METODE PENGGERUSAN TABLET VITAMIN C TERHADAP KADAR AKTIF DENGAN MENGGUNAKAN METODE SPEKTROFOTOMETRI UV-VIS." CERATA Jurnal Ilmu Farmasi 13, no. 1 (2022): 48–54. http://dx.doi.org/10.61902/cerata.v13i1.457.

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Meracik sediaan serbuk merupakan salah satu bentuk pelayanan resep. Sediaan pulveres yang biasa disebut puyer biasanya berasal dari sediaan tablet. Teknik penggerusan sediaan pulveres umumnya menggunakan mortir-stamper dan alat blender (pulverization). Penggerusan dengan menggunakan alat blender dapat mempercepat proses penggerusan dan lebih praktis, tetapi panas yang ditimbulkan pada alat blender dikhawatirkan mampu menurunkan kadar aktif pada suatu sediaan yang memiliki bahan aktif tidak stabil terhadap adanya panas. Penelitian ini bertujuan untuk mengetahui kadar aktif pada tablet vitamin C yang telah dilakukan penggerusan dengan metode blender dan mengetahui apakah penggerusan dengan metode blender dapat mempengaruhi kadar aktif terhadap tablet vitamin C. Sampel pada penelitian ini ada 3 macam merek tablet vitamin C yang dijual di salah satu apotek di Surakarta. Ada 2 macam perlakuan yaitu tablet vitamin C yang digerus dengan metode blender dan tablet vitamin C yang tanpa perlakuan. Uji kualitatif dilakukan dengan menggunakan pereaksi KMnO4, Iodium, Fehling A dan Fehling B yang menunjukkan hasil positif. Uji kuantitatif menggunakan metode Spektrofotometri UV-Vis dengan panjang gelombang 266nm. Hasil penelitian ini pada tablet vitamin C dengan metode Spektrofotometri UV-Vis terdapat kadar asam askorbat pada sediaan tablet vitamin C blender (1) 45,11±0,494mg/tablet, tablet vitamin C blender (2) 45,93±0,275, tablet vitamin C blender (3) 44,12±0,684mg/tablet. Berdasarkan penelitian ini penggerusan dengan metode blender dapat menyebabkan penurunan kadar vitamin C dibandingkan dengan hasil tablet vitamin C yang tanpa perlakuan.
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Karrebæk, Martha Sif. "Den indre blender." NyS, Nydanske Sprogstudier 29, no. 29 (2002): 79. http://dx.doi.org/10.7146/nys.v29i29.13426.

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Tesis sobre el tema "Blender"

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Anders, Jörg. "Character-Animation mit Blender." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800841.

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Parker, Richard S. "BRAT - (Blender Rapid Animation Tool)." Thesis, California State University, Long Beach, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=1523073.

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<p> These are exciting times in the world of computer animation. Individual artists can now produce animations which in the past required teams of artists and programmers to create, but the obstacles to an individual artist can still be daunting in terms of required manual input or technical skills. The goal of this thesis is to demonstrate a simple software tool (BRAT - Blender Rapid Animation Tool) which allows an artist to create cartoon-like 3D animations using the artist's 2D drawings, at the touch of a button. It could be useful for any artist producing 3D animations. The tool is a Python script addon to the Blender 3D modeling system. It is a high level program which links to Blender's Python API library of low level calls to automate the manual work normally required by 3D artists to create an animation. The output of BRAT is a 3D animation file showing a character traversing a rectangular matrix of buildings.</p><p> This thesis compares the manual way of creating such an animation with the BRAT automated process. The comparison explains the benefits of using BRAT. This thesis also discusses the design of BRAT and compares it to some other existing 3D software tools whcih also attempt to simplify the 3D animation production process. The conclusion discusses some future enhancements to make BRAT more useful. </p>
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Arma, Simona. "Blender: il dietro le quinte." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3839/.

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Rinaldi, Luca. "Leap Aided Modelling (LAM) in Blender." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10904/.

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L'evoluzione tecnologica e l'utilizzo crescente della computer grafica in diversi settori stanno suscitando l'interesse di sempre più persone verso il mondo della modellazione 3D. I software di modellazione, tuttavia, si presentano spesso inadeguati all'utilizzo da parte di utenti senza esperienza, soprattutto a causa dei comandi di navigazione e modellazione poco intuitivi. Dal punto di vista dell'interazione uomo-computer, questi software devono infatti affrontare un grande ostacolo: il rapporto tra dispositivi di input 2D (come il mouse) e la manipolazione di una scena 3D. Il progetto presentato in questa tesi è un addon per Blender che consente di utilizzare il dispositivo Leap Motion come ausilio alla modellazione di superfici in computer grafica. L'obiettivo di questa tesi è stato quello di progettare e realizzare un'interfaccia user-friendly tra Leap e Blender, in modo da potere utilizzare i sensori del primo per facilitare ed estendere i comandi di navigazione e modellazione del secondo. L'addon realizzato per Blender implementa il concetto di LAM (Leap Aided Modelling: modellazione assistita da Leap), consentendo quindi di estendere le feature di Blender riguardanti la selezione, lo spostamento e la modifica degli oggetti in scena, la manipolazione della vista utente e la modellazione di curve e superfici Non Uniform Rational B-Splines (NURBS). Queste estensioni sono state create per rendere più veloci e semplici le operazioni altrimenti guidate esclusivamente da mouse e tastiera.
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Opletal, Martin. "Vývoj 3D aplikací v prostředí Blender." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-235410.

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Thesis is focused on evaluation of available tools for 3D application development. In one selected tool (Blender) is created computer game. This game demonstrates Blender's capabilities. The process of creating is recorded in a case study for the possible purposes of own complex games development.
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Carloni, Ilaria. "Modellazione e rendering di un'abitazione tramite Blender." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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La tesi progettuale si basa sulla simulazione virtuale di un'abitazione realizzata tramite il software di grafica Blender. Si introduce la Computer Graphics, mostrando come muoversi in Blender; successivamente si mostrano la struttura dell'abitazione e la modellizzazione dei vari mobili, fino ad arrivare a descrivere l'animazione ed il rendering attuati nel progetto, questi ultimi verranno mostrati tramite video.
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Jablonský, Viktor. "Automatická tvorba 3D modelů v programu Blender." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237162.

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This text was written as part of a master's thesis. It describes development of an automatic generator of 3D models for Blender. After a brief introduction to the Blender application some of existing scripts for 3D model creation (tested as part of theoretical research) are presented. After an analysis of features required from an automatic generator various types of swords were chosen as the suitable class of objects for the automatic creation. Next part of this thesis presents basic terms in this field, namely the nomenclature of the swords and other related weapons. Their most important properties are listed and explained. The chapter also provides a simplified abstract of the sword typology. Following chapters describe main ideas of creating the model, explain principles and mathematics behind used algorithms and procedures and provide information about realization of the GUI as well as testing and optimisation. As the text explains these issues, sugestions about possible future enhancements are made. Document is concluded with an evaluation of all achievements and argues impact of this work on its field.
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Ivanauskas, Ginas. "Blender aplinkos naudojimo garsinio signalo modeliavimui galimybių tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100707_112552-31918.

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Šiame darbe tiriamos trimatės Blender aplinkos panaudojamumo garsinių signalų modeliavimui galimybės. Darbe aprašyta programos vartotojo sąsaja, vidinė architektūra, ištirtos vidinio programavimo galimybės ir pateikti tyrimų rezultatai. Naudojant Python programavimo kalbą buvo sukurta garsinių signalų analizės ir vizualizavimo programa SigBlender, veikianti Blender aplinkoje. Programa naudoja beveik periodinių garso signalų periodų išskyrimo algoritmą, kuris buvo sukurtas ir realizuotas darbo metu. Naudojant tekstinį redaktorių Notepad++ sukurta nauja programavimo aplinka, integruojanti Python ir Blender programas. Darbe pateikiami trimačiai garso signalų ir jų amplitudinių charakteristikų grafikai, demonstruojantys trimatės grafikos privalumus garsinių signalų vizualizavime.<br>This work studies feasibility of a three-dimensional environment, called Blender, for sound signal modeling. It describes user interface and architecture of the environment and analyses capabilities of internal programming. During the work a program for a sound signal analysis and visualization was developed. It was written using Python programming language and was called SigBlender. For extraction of periods of almost periodical sound signals SigBlender uses an algorithm which was developed and implemented during this work. By using the text editor Notepad++ a new programming environment was created and used for coding. Charts of sound signals and their spectral characteristics presented throughout this work illustrate the benefits of visualizing sound signals in a three-dimensional space.
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Marinelli, Michela. "Realizzazione di un gioco mediante Unity e Blender." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12982/.

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In questa tesi si descrivono tutte le fasi del processo di creazione di un videogioco, a partire dalla progettazione, fino alla modellazione e allo sviluppo. Il gioco è composto da tre livelli con scenari differenti: un bosco, un castello nel deserto e una stazione urbana. Lo scopo del gioco è quello di raccogliere 10 monete in 60 secondi per passare al livello successivo. Il giocatore ha a disposizione 3 vite per ogni livello. Per aumentare la difficoltà sono stati inseriti degli oggetti che penalizzano il giocatore: togliendo una vita o una moneta. Tali oggetti sono diversi per ogni ambiente. Le tecnologie utilizzate per creare il videogioco sono Blender per quanto riguarda la modellazione e Unity per quanto riguarda la gestione del gioco, le interazioni con il mouse, le collisioni, etc. Gli argomenti trattati nella tesi includono la progettazione, la modellazione ed infine lo sviluppo finale. Nel primo capitolo vengono descritte le fasi che portano alla progettazione del videogioco, tra le quali riveste un ruolo importante lo Storyboard, in cui vengono disegnate a mano le scene che compongono il videogioco. Nel secondo capitolo vengono analizzate le tecnologie utilizzate, Unity e Blender. Blender per la modellazione, Unity, il motore di gioco utilizzato per lo sviluppo. Il terzo capitolo è riservato alla descrizione delle fasi di modellazione degli oggetti presenti nei diversi livelli. Il quarto capitolo descrive la gestione del gioco e nell’ultimo capitolo vengono mostrati diversi Screenshot del videogioco per mostrare una rappresentazione del lavoro. La piattaforma sul quale il progetto sarà giocabile è il PC. I sistemi operativi supportati sono Microsoft Windows, Linux e Mac, questo perché Unity permette di creare videogiochi multipiattaforma.
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Patai, Mohamad G. H. "Development of an automatic low level gas blender." Thesis, Swansea University, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.638422.

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The design and construction of a prototype automated low level gas mixing system is described. The basic design of the instrument is based on a commercial, manually operated gas blender which was produced by CR labs. The apparatus uses a simple principle based on volume proportioning, where a certain volume of pure gas is mixed with a known volume of air. This instrument is used for mixing a specific gas such as carbon monoxide with clean air to produce an accurate mixture in the parts per million range. A gas simple of selected concentration between 1 to 1000 ppm can be automatically prepared and subsequently used for gas sensor characterisation. Development of the instrument can be divided into four main areas. Firstly, the design of a suitable mechanical system. The mechanical system itself comprises three main parts, namely a motor driven mixing cylinder, a motor driven syringe as a gas injector unit and a stainless tube network. All these components are then assembled to form a complete mechanical system. Secondly, the design and development of an automatic controller based on a Z-80 microprocessor is undertaken and then interfaced with the mechanical system. Thirdly, experiments are carried out to determine the optimum steps of the process for preparing the gas mixture accurately within an acceptable processing time. Finally, control software in Z-80 assembly language is developed in order to dictate the instruments operation through the predetermined steps of the blending process. The instrument is then calibrated for both low and high concentration ranges to ensure that highly accurate output gas mixtures can be produced over a wide concentration range. The calibration process involves several experiments in order to determine the <I>'calibration parameter</I>'. Data obtained from these experiments were plotted to show the relationship between the number of motor steps and the concentration of the output gas mixture produced. The gradient of the graph (in motor steps/ppm) and an offset at the y axis (in number of motor steps) are considered as instrument calibration parameters. Both parameters are entered into the respective input of the control software, so that the instrument is ready to be used for actual operation.
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Libros sobre el tema "Blender"

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Anderson, Beth. The healing kitchen: A guide to liquid diet. Healing Kitchen, 1989.

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Flavell, Lance. Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1.

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Nelson, Blake. Gender Blender. Random House Children's Books, 2009.

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Grochol, Gregor. Blender: Schelmenroman. MS, Männerschwarm, 2011.

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Mullen, Tony. Mastering Blender. John Wiley & Sons, Ltd., 2010.

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Nelson, Blake. Gender blender. Delacorte Press, 2007.

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Nelson, Blake. Gender blender. Delacorte Press, 2006.

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Bühler, Peter. 3D mit Blender. Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-36214-0.

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Wickes, Roger D. Foundation Blender Compositing. Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-1977-4.

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Hollister, Brad E. Core Blender Development. Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-6415-7.

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Capítulos de libros sobre el tema "Blender"

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Gooch, Jan W. "Blender." In Encyclopedic Dictionary of Polymers. Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-6247-8_1394.

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Gschwandtner, Michael, Roland Kwitt, Andreas Uhl, and Wolfgang Pree. "BlenSor: Blender Sensor Simulation Toolbox." In Advances in Visual Computing. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24031-7_20.

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Flavell, Lance. "History and Installation." In Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1_1.

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Flavell, Lance. "Particles and Physics." In Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1_10.

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Flavell, Lance. "The Game Engine." In Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1_11.

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Flavell, Lance. "Going Further." In Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1_12.

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Flavell, Lance. "The Interface." In Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1_2.

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Flavell, Lance. "Modeling." In Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1_3.

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Flavell, Lance. "Lighting and Procedural Textures." In Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1_4.

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Flavell, Lance. "UV Mapping." In Beginning Blender. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-3127-1_5.

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Actas de conferencias sobre el tema "Blender"

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M, Madhan Mohan, Baluprithviraj K. N, Kalavathi Devi T, Akshaya Prashath B, Kavin Kumar S, and Madhu Rajsri P S. "Intelligent Chalk Ingredients Blender Integrated with IoT." In 2024 4th International Conference on Ubiquitous Computing and Intelligent Information Systems (ICUIS). IEEE, 2024. https://doi.org/10.1109/icuis64676.2024.10866027.

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Fu, Jundong, Nuan Xia, Zilin Lu, Dexiu Shen, and Jianmin Zhang. "Rapid Establishment of 3D Geological Model Based on Blender Software." In 2024 International Seminar on Artificial Intelligence, Computer Technology and Control Engineering (ACTCE). IEEE, 2024. https://doi.org/10.1109/actce65085.2024.00017.

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Chen, Shuo, Wu Liu, Binbin Yan, Xinzhu Sang, Alicia Li, and Xiangcheng Yi. "Blender-NeRF: A Monocular Dynamic Human Body Explicit Reconstruction and Rendering Method." In 2024 IEEE International Conference on Multimedia and Expo Workshops (ICMEW). IEEE, 2024. http://dx.doi.org/10.1109/icmew63481.2024.10645469.

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Atoniuk, Izabella. "Procedural generation of cave-like tiles with cellular automata and Blender Geometry Nodes." In 2024 25th International Conference on Computational Problems of Electrical Engineering (CPEE). IEEE, 2024. http://dx.doi.org/10.1109/cpee64152.2024.10720415.

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Lv, Jiaxi, Yi Huang, Mingfu Yan, et al. "GPT4Motion: Scripting Physical Motions in Text-to-Video Generation via Blender-Oriented GPT Planning." In 2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW). IEEE, 2024. http://dx.doi.org/10.1109/cvprw63382.2024.00150.

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Webb, Kevin C., Arjun Roy, Kenneth Yocum, and Alex C. Snoeren. "Blender." In the tenth ACM/IEEE symposium. ACM Press, 2014. http://dx.doi.org/10.1145/2658260.2658268.

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Guidazzoli, A., S. Imboden, D. De Luca, et al. "Blender." In VRIC '16: Virtual Reality International Conference - Laval Virtual 2016. ACM, 2016. http://dx.doi.org/10.1145/2927929.2927958.

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Hawthorne, Bryant D., and Gaurav Ameta. "LCA Study and Comparison of Two Multispeed Blenders." In ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-48612.

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Many Americans have a variety of small kitchen appliances. Among this collection a blender is typically present. The diversity of the blender selection is great and can range from economical to industrial quality. However, the average American is not in need of an industrial blender and leans more towards the economical approach. In addition, depending on the individual, a blender can go months unused. Therefore, environmental effects of a blender are mainly due to material extraction, manufacturing, distributing, and disposal. To the best of the author’s knowledge, there are no formal life cycle analysis (LCA) studies of a blender published in the literature. This paper describes a LCA of two economical blenders from the same manufacturer. This allows for a direct comparison between the LCAs to determine how the design changes and materials used contribute to environmental effects.
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Said, Karim, and Shaun K. Kane. "Button blender." In CHI '13 Extended Abstracts on Human Factors in Computing Systems. ACM Press, 2013. http://dx.doi.org/10.1145/2468356.2468365.

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Cui, Yiming, Liqi Yan, Zhiwen Cao, and Dongfang Liu. "TF-Blender: Temporal Feature Blender for Video Object Detection." In 2021 IEEE/CVF International Conference on Computer Vision (ICCV). IEEE, 2021. http://dx.doi.org/10.1109/iccv48922.2021.00803.

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Informes sobre el tema "Blender"

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Alleman, T. L. Blender Pump Fuel Survey: CRC Project E-95. Office of Scientific and Technical Information (OSTI), 2011. http://dx.doi.org/10.2172/1020607.

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Williams, A., and T. L. Alleman. Blender Pump Fuel Survey: CRC Project E-95-2. Office of Scientific and Technical Information (OSTI), 2014. http://dx.doi.org/10.2172/1132181.

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Січкар, Валентин, та Ірина Сергіївна Мінтій. Програмні засоби для підтримки вивчення 3D-моделювання у старшій школі. Криворізький національний університет, 2022. http://dx.doi.org/10.31812/123456789/6238.

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Розглянуто програмні засоби, що рекомендовані у підручниках з інформатики (рівень «стандарт») для вивчення змістової лінії «Моделі і моделювання, аналіз та візуалізація даних» та для вивчення вибіркового модуля «Тривимірне моделювання». Наведено переваги і недоліки програмних засобів Blender та Tinkercad. Зроблено висновок про доцільність використання онлайн-сервісу Tinkercad під час вивчення основ 3D-моделювання.
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Flaherty, Julia, Jeremy Rishel, Sarah Suffield, and John Barnett. Assessment of the 3420 Building Filtered Exhaust Stack Sampling Probe Location: Stack Verification Following Fan and Air Blender Additions. Office of Scientific and Technical Information (OSTI), 2020. http://dx.doi.org/10.2172/1734886.

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Suffield, Sarah, John Barnett, and Julia Flaherty. Assessment of the 3430 Building Filtered Exhaust Stack Sampling Probe Location: Stack Verification Following Fan and Air Blender Additions. Office of Scientific and Technical Information (OSTI), 2023. http://dx.doi.org/10.2172/2221806.

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George. PR-015-08610-R01 Laboratory Conformation of the Effect of Methanol on Gas Chromatograph Performance. Pipeline Research Council International, Inc. (PRCI), 2010. http://dx.doi.org/10.55274/r0010717.

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In natural gas production and processing applications, methanol is commonly injected into natural gas streams containing water to prevent the formation of hydrates in gas lines and subsequent equipment damage. However, gas chromatographs (GCs) at field sites are typically not equipped to identify or measure methanol, and unless excess methanol is expected to carry over into a gas stream, samples sent to a laboratory are not likely to be analyzed for methanol. As a result, the potential exists for errors in gas property determination, particularly in heating value and sound speed. A previous PRCI project investigated the potential for GCs to quantify methanol as a hydrocarbon, and estimated the resulting errors on heating value and other properties. This theoretical study used assumptions about where methanol would elute on GC columns, but experimental data on GC performance in streams with methanol was unavailable to verify these assumptions. To verify the estimates of the theoretical study, this project collected experimental data on methanol elution behavior in a series of field and laboratory GCs, and established the errors in computed natural gas properties caused by methanol behavior. Three GCs used by the laboratory of a PRCI member company were nominated for testing: ABB NGC 8206 C7+ field GC, Agilent Model 7890A laboratory GC, configured for extended natural gas analysis, and Daniel Model 575 C6+ field GC. The separation columns, valve configurations, and other design features of these GCs that could influence methanol elution were reviewed. Since each GC was predicted to respond differently to methanol, the nominated units were accepted for testing. A fourth GC, a Varian CP-4900 Quad MicroGC outfitted to quantify methanol, was provided to the lab to serve as a reference unit. Hydrocarbon base gas compositions were chosen to represent production and transmission gases and a gas blender was consulted to identify an effective method of stabilizing the methanol content of the test gases delivered to the GCs. Lab personnel and the gas blender then provided the required hardware and the test and calibration gases, with the gas blend compositions traceable to NIST.
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Flammer, Caroline, Thomas Giroux, and Geoffrey Heal. Blended Finance. National Bureau of Economic Research, 2024. http://dx.doi.org/10.3386/w32287.

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Hutchins, Thomas. PR744-22113-Z01 Hydrogen Natural Gas Blends in Existing Natural Gas Systems. Pipeline Research Council International, Inc. (PRCI), 2022. http://dx.doi.org/10.55274/r0012245.

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A series of short documents summarizing the issues and facts as currently known related to the transportation of hydrogen via pipeline. There are seven papers in this bundle: - PR744-22113-E01A Hydrogen Natural Gas Blending and Separation, 2 pages - PR744-22113-E01B Hydrogen Natural Gas Blends and Compressor Stations, 2 pages - PR744-22113-E01C Hydrogen Natural Gas Blends and End User Equipment, 1 page - PR744-22113-E01D Hydrogen Natural Gas Blend Measurement and Gas Quality, 2 pages - PR744-22113-E01E Hydrogen Natural Gas Blends and Pipeline Integrity, 2 pages - PR744-22113-E01F Hydrogen Natural Gas Blending and Safety, Inspection, and Maintenance, 3 pages - PR744-22113-E01G Hydrogen Natural Gas Blends in Existing Natural Gas Pipelines, 3 pages - PR744-22113-E01H Storage of Hydrogen Natural Gas Blends, 2 pages
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Bourn. PR-015-05217-R01 High BTU Gas Effects on Performance and Emissions in a Two-Stroke Integral Engine. Pipeline Research Council International, Inc. (PRCI), 2012. http://dx.doi.org/10.55274/r0010763.

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This report documents an investigation into the effects of high BTU (by volume) fuel gas on performance and emissions from a GMVH-6 two-stroke integral engine compressor operating with the OEM fuel-air curve control strategy. The high BTU fuel gas was blended to simulate imported LNG compositions with high ethane content. The testing was performed by blending pure ethane into typical pipeline natural gas to achieve ethane contents ranging from two to seventeen percent by mole. A laboratory GMVH-6 engine was tested with these various fuel blends in both pre-combustion chamber and open-chamber configurations. Three speed-load conditions were tested with the pre-combustion configuration and one additional speed-load condition was tested with the open-chamber configuration. For each configuration and operating condition, a constant NOX fuel-air curve was mapped and programmed into the engine controller. Ignition timing was set slightly retarded from optimal for each operating speed to provide margin against detonation with the high ethane content blends.
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Wamuga, Joseph Mwangi, and Florence W. Kamonjo. Blended Learning Experiences at Nakuru Training Institute. Commonwealth of Learning (COL), 2023. http://dx.doi.org/10.56059/11599/5361.

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This report presents the results of a survey conducted at Nakuru Training Institute, Kenya to evaluate the blended learning experiences of students and instructors in courses developed during a technology-enabled learning project and offered in the blended mode. The study was carried out among 144 students and nine instructors of blended learning classes. The courses were created and facilitated by instructors who had received blended learning implementation training from the Commonwealth of Learning. Mixed findings emerged from comparing the students’ grades in blended and non blended learning courses. Learners’ opinions of the blended learning environment were generally favourable, because the blended learning experience gave students the freedom to learn when, where and at a speed that worked for them.
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