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Plasma Jet
Plasma or plasm may refer to: Science * Plasma (physics), one of the four fundamental states of matter * Plasma (mineral), a green translucent silica mineral * Quark–gluon plasma, a state of matter in quantum chromodynamics Biology * Blood plasma, the yellow-colored liquid component of blood, in which blood cells are suspended * Cytoplasm, a jelly-like substance that fills cells, suspends and protects organelles * Germ plasm, a zone in the cytoplasm determining germ cells * Germplasm, describes a collection of genetic resources for an organism * Milk plasma or whey, the liquid remaining after milk has been curdled and strained * Nucleoplasm, a highly viscous liquid that surrounds the chromosomes and nucleoli * Plasma cell, white blood cells that secrete large volumes of antibodies * Protoplasm, the entire living substance inside the cell membrane or cell wall Technology * Plasma (engine), a real-time 3D game engine from Cyan Worlds * Plasma display, a flat-panel electronic visu ...
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Plasma (physics)
Plasma () 1, where \nu_ is the electron gyrofrequency and \nu_ is the electron collision rate. It is often the case that the electrons are magnetized while the ions are not. Magnetized plasmas are ''anisotropic'', meaning that their properties in the direction parallel to the magnetic field are different from those perpendicular to it. While electric fields in plasmas are usually small due to the plasma high conductivity, the electric field associated with a plasma moving with velocity \mathbf in the magnetic field \mathbf is given by the usual Lorentz force, Lorentz formula \mathbf = -\mathbf\times\mathbf, and is not affected by Debye shielding. Mathematical descriptions To completely describe the state of a plasma, all of the particle locations and velocities that describe the electromagnetic field in the plasma region would need to be written down. However, it is generally not practical or necessary to keep track of all the particles in a plasma. Therefore, plasma physicist ...
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Plasma (engine)
CyanWorlds.com Engine (formerly Plasma) is a real-time 3D game engine originally called Headspin and developed by Headspin Technologies in 1997 and later by Cyan Worlds (Cyan purchased the engine as part of the acquisition of Headspin) to power the next generation of real time 3D Myst series games such as URU: Complete Chronicles and Myst V: End of Ages. Cyan Worlds and OpenUru.org Foundry jointly announce open source delivery of the "CyanWorlds.com Engine" client and 3ds Max plugin, aka Plasma engine 2.0, the engine used to power Myst Online: Uru Live. In 2014, Cyan released "realMyst: Masterpiece Edition", a remake version of realMyst, using Unity game engine instead of Plasma game engine. Games using Plasma Engine Plasma 1.0 *''realMyst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's ...
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Plasma Ball (other)
Plasma ball may refer to: * Plasma globe, a manmade, ball-shaped plasma device * Ball lightning, a natural phenomenon * Star, a sphere of plasma held together by its own gravity * The projectile of some plasma weapons See also * Plasma (other) Plasma or plasm may refer to: Science * Plasma (physics), one of the four fundamental states of matter * Plasma (mineral), a green translucent silica mineral * Quark–gluon plasma, a state of matter in quantum chromodynamics Biology * Blood pl ...
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Team Plasma
A team is a group of individuals (human or non-human) working together to achieve their goal. As defined by Professor Leigh Thompson of the Kellogg School of Management, " team is a group of people who are interdependent with respect to information, resources, knowledge and skills and who seek to combine their efforts to achieve a common goal". A group does not necessarily constitute a team. Teams normally have members with complementary skills and generate synergy through a coordinated effort which allows each member to maximize their strengths and minimize their weaknesses. Naresh Jain (2009) claims: Team members need to learn how to help one another, help other team members realize their true potential, and create an environment that allows everyone to go beyond their limitations. While academic research on teams and teamwork has grown consistently and has shown a sharp increase over the past recent 40 years, the societal diffusion of teams and teamwork actually follow ...
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