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Search results: 3D басып шығару

Number of results: 3


Results of mathematical analysis of experimental data fermentation of skimmed milk to produce a fermented milk product
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The main problem: Modern research in the development of fermented milk products is focused on increasing the bioavailability of milk components, as well as the use of bacterial components of sourdough, which increase health properties. The use of the fermentation process of skimmed milk with a combined starter consisting of traditional for cottage cheese and starter cultures of probiotic cultures immobilized in a gel of biopolymers is very important. Purpose: The purpose of this study is to determine the optimal amount of starter, consisting of an association of probiotic cultures immobilized in a gel of biopolymers (membranes) to be added to fermented skimmed milk in order to enrich it with functional ingredients. Methods: A one-factor experiment was used. The culture association Propionibacterium freudenreichii subsp. was used as a regulatory factor. Shermanii, Bifidobacterium lactis and Streptococcus thermophilus, immobilized in a biopolymer gel, added to skimmed milk in the form of membranes (determined as a percentage of the mass of fermented milk). Controlled factors are the main indicators characterizing the efficiency of the skim milk fermentation process; these are active acidity, the logarithm of the number of viable cells of bifidobacteria, the logarithm of the number of viable cells of propionic acid bacteria, and organoleptic evaluation. Results and their significance: Based on the results of a mathematical analysis of the totality of values of controlled factors depending on the amount of starter cultures of probiotic cultures, mathematical models were built to determine the degree of influence of the starter on the quality indicators of the product, using the Table Curve 3D-v4 mathematical computer program.

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Automated sprayer for processing agricultural crops
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In order to successfully conduct agricultural work and obtain a competitive harvest, it is mandatory to carry out spraying operations of crops that require highly qualified personnel, expensive equipment and suitable weather conditions. The use of tractors for spraying fields is the most common solution available at the moment, has disadvantages: high cost, risk of damage to the crop by "hitting", "hooking" or otherwise; environmental damage; due to exhaust gases, the demolition of the solution increases with increasing speed. Using a device designed specifically for spraying equipment is an ideal solution. The purpose of the article is to develop a working model of an automated sprayer for processing agricultural crops. The methods used are: technical justification of a controlled device for processing agricultural crops. Calculation of functional capabilities, algorithms of operation of the proposed automated device: selection of the type of sprayer, engine, chassis, controller, battery, as well as justification of the possibilities of using alternative energy sources (wind energy, solar energy); development of a 3D model of an automation device for anti-weed processing of agricultural crops, printing of parts, assembly of mechanical and electronic parts. Making a prototype using 3D printing; development of the wiring diagram of electronics, software (firmware of the microcontroller; application that controls the settings), testing of the prototype, assembly of the current model; rationale for the optimal use of Arduino and Raspberry Pi boards in this device in a pair: Raspberry Pi will allow you to control processes on the Arduino and easily interact with the Internet when the Arduino itself will perform simple operations such as interacting with electronics and reading sensor readings. The manufactured operating model showed compliance with the goals, a high degree of controllability, environmental friendliness, reduction of energy consumed, labor resources and can be used to scale this device. The developed model of the automation device for anti-weed treatment of agricultural crops can be used not only in agricultural pollination, but also as a mechanism for studying soil parameters: humidity, mineralogical composition and chemical content in the ground, using electronic sensors, as well as an automated mobile platform for any purpose requiring accurate navigation through the territory.

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Experience in team computer game development
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The article discusses the experience of developing a computer video game by a team of students of the Department of Information Technology of the Innovative University of Eurasia within the 48-hour competition «48h Game Making Challenge» for creating video games, held in Pavlodar on October 27-29, 2022 in the IT-Hub building of the College of Information Technologies (93 Lermontov St.). Basic information about the event and a link to the registration form were published on the Instagram @digital_drive14 social network page and on the website https://digitaldrive.kz /. 8 teams from different educational institutions of Pavlodar participated in the competition. The purpose of the article is to comprehend the practical experience of developing a computer game. The team chose the Unity game engine as the environment and the main tool for developing a computer game. The Unity program is a popular development environment for interactive 2D and 3D content. The engine is completely free for the average user. The Unity engine was also chosen because it is multifunctional and uses a component-oriented approach, in which the developer creates objects and adds various components to them. The advantage of the engine was also the presence of a huge library of assets and plugins, with which you can significantly speed up the game development process. The graphics of the game were made in Photoshop. The music and sounds were taken from free sources. InEU team developed a computer game «Conqueror of the Moon» and became the winner of the contest «48 Hour Game Making Challenge Pavlodar 2022». During the development of the game, the team first chose the engine, developed the plot and concept of the game, created an image for the level and menu. Then the programmer developed the mechanics of the game, wrote code for control, time, dialogues, messages. The designers drew the environment, background, characters, created all the animations for the game and found music for the background of the menu and the game itself.

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