swirl$80900$ - traducción al alemán
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swirl$80900$ - traducción al alemán

Sega Swirl 2; SEGA Swirl

swirl      
n. Wirbel, Strudel
Coriolis effect         
  • A carousel is rotating counter-clockwise. ''Left panel'': a ball is tossed by a thrower at 12:00 o'clock and travels in a straight line to the center of the carousel. While it travels, the thrower circles in a counter-clockwise direction. ''Right panel'': The ball's motion as seen by the thrower, who now remains at 12:00 o'clock, because there is no rotation from their viewpoint.
  • Schematic representation of flow around a '''low'''-pressure area in the Northern Hemisphere. The Rossby number is low, so the centrifugal force is virtually negligible. The pressure-gradient force is represented by blue arrows, the Coriolis acceleration (always perpendicular to the velocity) by red arrows
  • abbr=on}}.
  • Image from ''Cursus seu Mundus Mathematicus'' (1674) of C.F.M. Dechales, showing how a cannonball should deflect to the right of its target on a rotating Earth, because the rightward motion of the ball is faster than that of the tower.
  • Image from ''Cursus seu Mundus Mathematicus'' (1674) of C.F.M. Dechales, showing how a ball should fall from a tower on a rotating Earth. The ball is released from ''F''. The top of the tower moves faster than its base, so while the ball falls, the base of the tower moves to ''I'', but the ball, which has the eastward speed of the tower's top, outruns the tower's base and lands further to the east at ''L''.
  • Earth and train
  • Coordinate system at latitude φ with ''x''-axis east, ''y''-axis north, and ''z''-axis upward (i.e. radially outward from center of sphere)
  • adj=on}} object as a function of its speed moving along Earth's equator (as measured within the rotating frame). (Positive force in the graph is directed upward. Positive speed is directed eastward and negative speed is directed westward).
  • The forces at play in the case of a curved surface.<br>''Red'': gravity<br>''Green'': the [[normal force]]<br>''Blue'': the net resultant [[centripetal force]].
  • Typhoon Nanmadol]] (left), rotate counterclockwise, and in the Southern hemisphere, low-pressure systems like [[Cyclone Darian]] (right) rotate clockwise.
  • Fluid assuming a parabolic shape as it is rotating
  • Object moving frictionlessly over the surface of a very shallow parabolic dish. The object has been released in such a way that it follows an elliptical trajectory.<br>''Left'': The inertial point of view.<br>''Right'': The co-rotating point of view.
  • Bird's-eye view of carousel. The carousel rotates clockwise. Two viewpoints are illustrated: that of the camera at the center of rotation rotating with the carousel (left panel) and that of the inertial (stationary) observer (right panel). Both observers agree at any given time just how far the ball is from the center of the carousel, but not on its orientation. Time intervals are 1/10 of time from launch to bounce.
  • Cloud formations in a famous image of Earth from Apollo 17, makes similar circulation directly visible
  • Trajectory, ground track, and drift of a typical projectile. The axes are not to scale.
APPARENT OR FICTITIOUS FORCE ON OBJECTS MOVING WITHIN A REFERENCE FRAME THAT ROTATES WITH RESPECT TO AN INERTIAL FRAME
Coriolis Force; Coriolis Effect; Coriolos force; Ferrel's law; Ferrel's Law; Coriolis acceleration; Coriolis Acceleration; Corialis effect; The Coriolis Force; Coriolus force; Coralis effect; Coreolis effect; Coriolus Effect; Ferrell's law; Coriolis motion; Inertial circle; Coriolus effect; Coriolis reflection; Water vortex; Coriolis' theorem; Ferrels Law; Coriolis pseudoforce; Coriolis effects; Coriolis effect; Drain whirlpools; Toilet swirl
n. Coriolis Effekt (benannt nach dem französischen Mathematiker G. Corilios)

Definición

swirl
I. v. a., v. n.
Whirl, eddy.
II. n.
Eddy, whirl, gyration.

Wikipedia

Sega Swirl

Sega Swirl is a puzzle game that was created for the Dreamcast, Personal computer and Palm OS. The game was included in various demo discs released for the Dreamcast (through the Official Dreamcast Magazine (UK) and Official Dreamcast Magazine (US) magazines and on newly released consoles), and is free to download and play on the PC.

Sega Swirl was created by Scott Hawkins, while he worked at Sega. Scott Hawkins designed the game and programmed the original PC version of the game. Scott Hawkins worked with Tremor Entertainment to develop the Dreamcast version of the game.

The game presented swirls of different colors stacked upon each other. The player would try to match up as many of the same colored swirls onscreen as possible, then, when satisfied with a combo, they would press the color, making them disappear. The more swirls one can gather together, the more points earned, as well as a reward of seeing the swirls disappear in different ways. The most rewarding way to see the swirls disappear is when they all go into the air and burst with firework-like sounds and cheers. If a swirl of a certain color is alone within a stack of other colored swirls, the player actually loses points.

The Dreamcast version featured a snake in the bottom right corner of the screen, who would act pleased when the player did well and shook his head when they did poorly. If the player did nothing for an extended length of time, the snake would stare at them and then gesture to the left, towards the play field.

On the Dreamcast, it could be played on Versus mode (players compete with one swirl screen) with up to four players, an email mode (if you used the Dreamcast modem), and it also allowed split screen (four players with their own swirl play fields). On the PC, split screen is not available, and versus is up to two players. Both versions allowed one to compete with another human player via email (Dreamcast players may also play against PC players through this).

The Palm version of Sega Swirl includes a two player head-to-head mode that can be played in real-time over the handheld's infrared port.