Academic literature on the topic 'Interactive contact'

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Journal articles on the topic "Interactive contact"

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Begley, Carolyn G., Yi-Zhong Wang, Julie Tyler, Cynthia Bjorseth, and Charmion Carroll. "COMPUTERIZED INTERACTIVE CONTACT LENS FITTING." Optometry and Vision Science 71, Supplement (December 1994): 101–2. http://dx.doi.org/10.1097/00006324-199412001-00200.

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Johnston, Andrew. "Conversational Interaction in Interactive Dance Works." Leonardo 48, no. 3 (June 2015): 296–97. http://dx.doi.org/10.1162/leon_a_01017.

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This paper describes an interactive dance/physical theatre work entitled Encoded, which made use of motion capture techniques and real-time fluid simulations to create systems intended to support, stimulate and augment live performance. Preliminary findings from a qualitative study of performers’ experiences with the system raise a number of issues, including the challenges of creating theatrical meaning with interactive systems, using Contact Improvisation as a metaphor for engaging creative systems, and the impact that large-scale projections can have on performers’ engagement.
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Allen, Heather. "Interactive Contact as Linguistic Affordance during Short-term Study Abroad: Myth or Reality?" Frontiers: The Interdisciplinary Journal of Study Abroad 19, no. 1 (November 15, 2010): 1–26. http://dx.doi.org/10.36366/frontiers.v19i1.271.

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This study took a sociocultural theory perspective and investigated interactive contact with French by 18 participants in a short-term study abroad (SA) program and the degree to which interactions with homestay families, U.S. peers, and other French speakers in the local community were perceived as valuable affordances for language learning. Findings demonstrate that whereas contact in French with host families was viewed as a valuable affordance for cultural and/or linguistic learning, participants' interactions in the local community were infrequent and viewed less positively. Peer-to-peer interaction in French was construed by some students as useful for developing confidence with interacting in French whereas others saw the SA group as a motivational constraint. Implications of this study include the notion that interactive contact is not inevitable during short-term SA, therefore the SA curriculum should respond by assisting students in devising strategies to nurture interaction, particularly between students and speakers of the foreign language in the local community.
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Qi Luo and Jing Xiao. "Contact and Deformation Modeling for Interactive Environments." IEEE Transactions on Robotics 23, no. 3 (June 2007): 416–30. http://dx.doi.org/10.1109/tro.2007.895058.

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Vehlow, C., H. Stehr, M. Winkelmann, J. M. Duarte, L. Petzold, J. Dinse, and M. Lappe. "CMView: Interactive contact map visualization and analysis." Bioinformatics 27, no. 11 (April 5, 2011): 1573–74. http://dx.doi.org/10.1093/bioinformatics/btr163.

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Schnider, Cristina M., and Alan Leroy. "AN INTERACTIVE PROGRAM TO TEACH CONTACT LENS FITTING." Optometry and Vision Science 71, Supplement (December 1994): 101. http://dx.doi.org/10.1097/00006324-199412001-00199.

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Lockwood, Jeffrey A. "NONSEXUAL INTERACTIONS IN THE BIG-HEADED GRASSHOPPER AULOCARA ELLIOTTI (THOMAS) (ORTHOPTERA: ACRIDIDAE)." Journal of Entomological Science 23, no. 4 (October 1, 1988): 383–93. http://dx.doi.org/10.18474/0749-8004-23.4.383.

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Nonsexual interactions of the big-headed grasshopper, Aulocara elliotti (Thomas), were examined under natural conditions in context of intrinsic (age and conspecificity of grasshoppers, speed and direction of movement and duration of interaction) and extrinsic (date, time of day, soil and air temperature, relative humidity, wind speed and sunlight) factors. With respect of intrinsic factors, the developmental stage and conspecificity of interacting grasshoppers and the direction of approach by the individual initiating an interaction significantly affected interactive behaviors, including kicking, shifting, approaching, contact and pursuit. These three factors also influenced the outcome of interaction, especially the frequency of avoidance by residents. Among the extrinsic factors, time of day, soil temperature and relative humidity had the greatest affects on the aforementioned interactive behaviors. The time of year, relative humidity and wind speed significantly affected the outcome of interactions. Physical contact and pursuit were the only behaviors to significantly affect the outcome of interactions. Inferential evidence indicates that aggressive interactions may be the result of defense of territories based on limited, suitable microhabitats.
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Rusák, Zoltán, Csaba Antonya, and Imre Horváth. "Methodology for Controlling Contact Forces in Interactive Grasping Simulation." International Journal of Virtual Reality 10, no. 2 (January 1, 2011): 1–10. http://dx.doi.org/10.20870/ijvr.2011.10.2.2805.

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The paper proposes a new methodology to interactively simulate grasping of virtual product prototypes with the goal to evaluate the contact forces between the grasping hand and product as well as the load on the human arm. Interaction between product concepts and the users happens in a virtual environment, in which the user controls a virtual hand interactively. The contact between the virtual hand and the grasped product is simulated and visual feedback is provided to the user. Controlling the virtual hand interactively in real time holds many challenges. One of the challenges is mapping the motion of the user to contact forces, which then results in stable grasping of objects. In this paper we present a new methodology to convert and map the measured position of the real hand into contact forces so that the contact between the virtual hand and the object remains stable. Our approach applies a multi-objective optimization that takes into account the posture and anthropometric properties of grasping hand, as well as the penetration of the hand in the grasped virtual object in order to find the optimal arrangement of contact forces. The paper reports on the principle of our grasping control methodology as well as presents some test cases to show the advantages and disadvantages of the proposed approach.
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Paradiso, Joseph A. "Tracking contact and free gesture across large interactive surfaces." Communications of the ACM 46, no. 7 (July 2003): 62–69. http://dx.doi.org/10.1145/792704.792731.

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Kozma, D., I. Simon, and G. E. Tusnady. "CMWeb: an interactive on-line tool for analysing residue-residue contacts and contact prediction methods." Nucleic Acids Research 40, W1 (June 4, 2012): W329—W333. http://dx.doi.org/10.1093/nar/gks488.

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Dissertations / Theses on the topic "Interactive contact"

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Côté, Pierre. "Ethnolinguistic contact: An interactive situated approach." Thesis, University of Ottawa (Canada), 1992. http://hdl.handle.net/10393/7502.

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The objectives of the present research were twofold. The main objective was to study the effects of different types of social situations (very intimate vs. very task-specific), language choices made by Anglophone interlocutors (French vs. English) and subjects' ethnolinguistic vitality (French vs. English) on the language spoken by Francophones and on their perception of the interaction. A secondary goal was to develop a taxonomy of social situations representative of the everyday lives of students to serve in a study of ethnolinguistic contact. In order to achieve these objectives three studies were conducted. In the first study a total of 4753 relationships, topics of conversation and activities constituting various interpersonal situations were provided by 484 subjects. The social situations were rank-ordered by 121 student/experimenters according to their level of intimacy and task specificity. The social situations collected could be grouped into six clusters representing six levels of intimacy and task specificity. On the basis of these clusters a taxonomy of social situations was elaborated. A second study was conducted to further validate the findings obtained in the first study and to select 8 social situations to serve as stimuli in the third study. Two hundred and forty-three students from introductory psychology classes rated 20 social situations on their degree of intimacy and task specificity. The twenty social situations used as stimuli were taken from the taxonomy presented in the first study. In a third and final study, Francophone subjects' language behavior was studied by having them read four short vignettes representing an interaction between a Francophone and an Anglophone. The subjects were instructed to identify with the Francophone interlocutor represented in the vignettes and to respond in writing to the Anglophone interlocutor in the language of their choice. Depending on the experimental condition the subjects were exposed to one of four possibilities: (1) four vignettes representing very intimate situations where the Anglophone interlocutor always responded in French, (2) four vignettes representing very intimate situations where the Anglophone interlocutor always responded in English, (3) four vignettes representing very task-specific situations where the Anglophone interlocutor always responded in French, and lastly (4) four vignettes representing very task-specific situations where the Anglophone interlocutor always responded in English. (Abstract shortened by UMI.)
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Blin, Nassime. "Planification interactive de mouvement avec contact." Phd thesis, Toulouse, INPT, 2017. http://oatao.univ-toulouse.fr/19695/1/Blin.pdf.

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La conception de nouveaux produits industriels nécessite le développement de prototypes avant leur déploiement grand public. Afin d'accélérer cette phase et de réduire les coûts qui en découlent, une solution intéressante consiste a utiliser des prototypes virtuels le plus longtemps possible en particulier dans la phase de conception. Certaines des étapes de la conception consistent à effectuer des opérations d'assemblage ou de désassemblage. Ces opérations peuvent être effectuées manuellement ou automatiquement à l'aide d'un algorithme de planification de mouvement. La planification de mouvement est une méthode permettant à un ordinateur de simuler le déplacement d'un objet d'un point de départ à un point d'arrivée tout en évitant les obstacles. Le travail de recherche de cette thèse apporte des solutions pour l'interaction entre un humain et un algorithme de planification de mouvement pendant l'exploration de l'espace libre. Le temps de recherche est partagé entre l'humain et la machine selon un paramètre de partage d'autorité permettant de déterminer le pourcentage d'allocation du temps à l'une ou l'autre entité. L'utilisation de ces deux entités en même temps permet d'accélérer grandement la vitesse d'exploration par rapport à la vitesse d'un humain seul ou d'un algorithme seul. Ces travaux apportent ensuite une nouvelle méthode de planification de mouvement avec contact permettant de générer des trajectoires à la surface des obstacles au lieu de les générer uniquement dans l'espace libre. La planification au contact permet d'effectuer des opérations spécifiques telles que le glissement ou l'insertion utiles pour la résolution de problèmes de planification dans des environnements encombrés. Enfin, détecter les intentions d'un utilisateur lorsqu'il interagit avec une m achine permet de lui fournir des ordres efficacement et intuitivement. Dans le cadre de la planification interactive au contact, un algorithme de détection d'intention est proposé. Ce dernier s'appuie sur l'utilisation d'un robot haptique permettant à un opérateur de ressentir les obstacles virtuels lors de la manipulation d'un objet virtuel dans un environnement de réalité virtuelle. L'algorithme interactif s'adapte en temps réel aux actions de l'opérateur pour une exploration pertinente de la surface des obstacles. Ces travaux ont été menés en partie au laboratoire toulousain LAAS au sein de l'équipe Gepetto et en partie dans le laboratoire LGP de l'ENIT au sein de l'équipe DIDS. Nous remercions la région Midi-Pyrénées pour avoir financé ces recherches.
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Leo, Che King 1979. "Contact and free-gesture tracking for large interactive surfaces." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/87261.

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Tran, Thierry. "Programmation graphique interactive de tâches non répétitives de manipulation au contact." Toulouse 3, 1990. http://www.theses.fr/1990TOU30223.

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Les travaux exposes dans cette these portent sur le developpement d'outils theoriques et pratiques pour la programmation et la realisation de taches de manipulation par un systeme robotise. Ils s'appliquent a des taches non repetitives et complexes, ou le robot se trouve en interaction directe avec un environnement evolutif et non specifique. Une plus grande ergonomie dans la programmation de ces taches y est aussi recherchee. L'auteur propose, dans cette optique, un outil flexible et performant de generation de trajectoire, pour une structure mecanique contrainte, composee de corps polyedriques. Il repose sur un formalisme tres general. La representation de la tache se fait sous forme de graphe a partir duquel est calcule un modele lineaire numerique. Sa resolution permet le traitement de taches incompletement specifiees, sur-contraintes ou meme incompatibles. Cette methodologie est appliquee au calcul des mouvements d'objets soumis a des contraintes de contact. Un contact est ainsi decrit de maniere naturelle en terme de relations entre entites geometriques (point, droite, plan). Une gestion methodique de chaque type de contact permet un traitement automatique de la tache, avec un calcul quasi-immediat de la trajectoire. Une deuxieme application est presentee qui traite sous la meme approche des problemes de calibrage et de repositionnement d'un objet dans l'environnement. Le travail se termine par le developpement d'un environnement de programmation graphique interactif, dedie a la commande d'un robot manipulateur, et offrant un haut niveau de description des taches. Des exemples d'applications sont presentes en fin de memoire
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Jain, Sumit. "Exploiting contacts for interactive control of animated human characters." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/44817.

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One of the common research goals in disciplines such as computer graphics and robotics is to understand the subtleties of human motion and develop tools for recreating natural and meaningful motion. Physical simulation of virtual human characters is a promising approach since it provides a testbed for developing and testing control strategies required to execute various human behaviors. Designing generic control algorithms for simulating a wide range of human activities, which can robustly adapt to varying physical environments, has remained a primary challenge. This dissertation introduces methods for generic and robust control of virtual characters in an interactive physical environment. Our approach is to use the information of the physical contacts between the character and her environment in the control design. We leverage high-level knowledge of the kinematics goals and the interaction with the surroundings to develop active control strategies that robustly adapt to variations in the physical scene. For synthesizing intentional motion requiring long-term planning, we exploit properties of the physical model for creating efficient and robust controllers in an interactive framework. The control design leverages the reference motion capture data and the contact information with the environment for interactive long-term planning. Finally, we propose a compact soft contact model for handling contacts for rigid body virtual characters. This model aims at improving the robustness of existing control methods without adding any complexity to the control design and opens up possibilities for new control algorithms to synthesize agile human motion.
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Saupin, Guillaume. "Vers la simulation interactive réaliste de corps déformables virtuels." Thesis, Lille 1, 2008. http://www.theses.fr/2008LIL10108/document.

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Cette thèse s'intéresse à la simulation interactive d'objets déformables en grands déplacements. Elle aborde ce problème sous divers angles, en proposant des améliorations à tous les niveaux, de la génération du maillage au retour haptique en passant par la résolution des équations par solveurs hiérarchiques et la gestion efficaces de contacts multiples. Ainsi, après un état de l'art présentant dans le chapitre 2 les divers modèles utilisés pour modéliser des objets déformables, nous optons pour l'utilisation d'un modèle éléments finis corotationnel. Nous introduisons ensuite dans le chapitre 3 le problème de l'intégration dans le temps de ces modèles. Nous proposons dans ce cadre le concept de mailleur hiérarchique et quelques algorithmes pour améliorer les performances des solveurs hiérarchiques. Nous montrons aussi comment utiliser les ondelettes dans un cadre hiérarchique. Le chapitre 4 présente un nouveau modèle pour gérer les contacts. Ce modèle autorise la gestion de multiples contacts interactivement et en respectant les lois de Signorini et Coulomb. Ce modèle est basé sur la bonne approximation d'un modèle corotationnel élémentaire que constitue un modèle corotationnel nodal, ce qui permet l'utilisation d'une matrice de compliance approchée partiellement pré-calculée et pouvant aisément être mise à jour. Le chapitre 5 enfin, montre comment assurer un retour haptique dans le cas de la simulation de corps déformables. Nous proposons pour cela de séparer la boucle de rendu haptique de la boucle phyique
Chapter 2 is dedicated to a Computer Graphics community deformable models state of the art. This review of the main methods and models used to simulate deformable bodies will lead us to consider the Element Based Corotational Model as a good basis for our simulation. Chapter 3 deals with the resolution of the equations induced by the use of a specific mode!. We detail the explicit and implicit integration methods used to comput the deformable bodies evolution in time. We then describe the different solvers, direct, iterative, multigrid and adaptive, which can be used to solve the system created by these integration methods. These descriptions lead us to consider the multigrid solvers as a good alternative to usual solvers, though they have some limitations that we try to tackle with two new contributions. Considering the obvious link between multigrid solvers and hierarchical basis functions, we also try to incorporate them in multigrid solvers. After this chapter we have the necessary tools to bend a deformable object subject to forces. ln Chapter 4 we concentrate on the interaction between the object and its environment, i.e. the contact. Thus, we introduce the methods often met in the Computer Graphics. We show that the complementarity based methods ensure a realistic and natural behaviour. However, they require the computation of the compliance that is really time consuming. Thi is why we propose our Compliance Warping method that allows a significant speed-up. This improvement relies on the use of a compliance approximation. Finally, in chapter 5, we present the haptic feedback. We also see that the introduction of the human in the simulation loop imposes demanding constraints on the simulation frequency and stability. Literature provides solutions for the stability issue. Nonetheless, in the of deformable bodies simulation, the models complexity forbids to meet the frequency requirement. We try to overcome this difficult by spitting the physical and haptic loops
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Rentsch, C. T. "Point-of-contact interactive record linkage between demographic surveillance and health facilities to measure patterns of HIV service utilisation in Tanzania." Thesis, London School of Hygiene and Tropical Medicine (University of London), 2018. http://researchonline.lshtm.ac.uk/4650292/.

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As significant investments and efforts have been made to strengthen HIV prevention and care service provisions throughout sub-Saharan Africa, approaches to monitoring uptake of these services have grown in importance. Global HIV/AIDS organisations use routinely updated estimates of the UNAIDS 90-90-90 targets, which state by 2020, 90% of all people living with HIV (PLHIV) should be diagnosed, 90% of diagnosed PLHIV should be receiving treatment, and 90% of PLHIV receiving treatment should achieve viral suppression. Currently, estimates of these targets in sub-Saharan Africa use population based demographic and HIV serological surveillance systems, which comprehensively measure vital events and HIV status but rely on self-reports of health service use. In contrast, most analyses of health service use are limited to patients already diagnosed and enrolled into clinical care and lack a population perspective. This thesis aims to augment existing computer software towards a novel approach to record linkage - termed point-of-contact interactive record linkage (PIRL) - and produce an infrastructure of linked surveillance data and medical records from clinics located within a surveillance area in northwest Tanzania. The linked data are then used to investigate methodological and substantive research questions. Paper A details the PIRL software that was used to collect the data for this thesis. Paper B reviews the data created by PIRL and reports record linkage statistics, including match percentages and attributes associated with (un)successful linkage. A subset of personal identifiers was found to drive the success of the probabilistic linkage algorithm, and PIRL was shown to outperform a fully automated linkage approach. Paper C provides original evidence measuring bias and precision in analyses of linked data with substantial linkage errors. Paper D critiques the estimation of the first 90-90-90 target and shows that current guidelines may underestimate the percentage diagnosed by a relative factor of between 10% and 20%. Finally, Paper E determines that while HIV serological surveillance has increased testing coverage, PLHIV who were diagnosed for HIV in a facility-based clinic were statistically significantly more likely to register for HIV care than those diagnosed at village-level temporary clinics during a surveillance round. Once individuals were in care, there was no evidence of any further delays to treatment initiation by testing modality. The collective findings of this thesis demonstrate the feasibility of PIRL to link community and medical records and use the linked data to measure patterns of HIV service use in a population.
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Merlhiot, Xavier. "Une contribution algorithmique aux outils de simulation mécanique interactive pour la maquette numérique industrielle." Paris 6, 2009. http://www.theses.fr/2009PA066746.

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Guébert, Christophe. "Suture en chirurgie virtuelle : simulation interactive et modèles hétérogènes." Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2010. http://tel.archives-ouvertes.fr/tel-00561061.

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La médecine a été une grande motivation dans la recherche en informatique, et nous pensons que la simulation de procédures médicales sera un élément majeur de la médecine du 21e siècle. Pour ces applications, la simulation physique doit être interactive et proposer un comportement et un rendu visuel des objets simulés qui soient réalistes tout en faisant avec un temps de calcul limité. Dans ce travail, nous nous sommes intéressés à la simulation du geste chirurgical de la suture, faisant interagir des modèles hétérogènes (rigides, déformables 1D et 3D) dans la reproduction d'un geste complexe. Nous proposons de modéliser ces interactions par des contraintes de complémentarité, avec une méthode générique et une résolution indépendante des types de contraintes utilisées. Cette approche a permis la mise au point de contraintes spécifiques pour créer des modèles d'interaction nouveaux. Ces contraintes ont permis une simulation complète de l'insertion d'aiguille, validée par les mesures expérimentales des travaux antérieurs, qui suit les lois physiques et s'adapte à la manipulation de l'utilisateur. Enfin, une simulation interactive très réaliste a été réalisée pour l'entraînement au geste de suture dans le cadre d'opérations laparoscopiques.
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Lacoursière, Claude. "Ghosts and machines : regularized variational methods for interactive simulations of multibodies with dry frictional contacts." Doctoral thesis, Umeå University, Computing Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1143.

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A time-discrete formulation of the variational principle of mechanics is used to provide a consistent theoretical framework for the construction and analysis of low order integration methods. These are applied to mechanical systems subject to mixed constraints and dry frictional contacts and impacts---machines. The framework includes physics motivated constraint regularization and stabilization schemes. This is done by adding potential energy and Rayleigh dissipation terms in the Lagrangian formulation used throughout. These terms explicitly depend on the value of the Lagrange multipliers enforcing constraints. Having finite energy, the multipliers are thus massless ghost particles. The main numerical stepping method produced with the framework is called SPOOK.

Variational integrators preserve physical invariants globally, exactly in some cases, approximately but within fixed global bounds for others. This allows to product realistic physical trajectories even with the low order methods. These are needed in the solution of nonsmooth problems such as dry frictional contacts and in addition, they are computationally inexpensive. The combination of strong stability, low order, and the global preservation of invariants allows for large integration time steps, but without loosing accuracy on the important and visible physical quantities. SPOOK is thus well-suited for interactive simulations, such as those commonly used in virtual environment applications, because it is fast, stable, and faithful to the physics.

New results include a stable discretization of highly oscillatory terms of constraint regularization; a linearly stable constraint stabilization scheme based on ghost potential and Rayleigh dissipation terms; a single-step, strictly dissipative, approximate impact model; a quasi-linear complementarity formulation of dry friction that is isotropic and solvable for any nonnegative value of friction coefficients; an analysis of a splitting scheme to solve frictional contact complementarity problems; a stable, quaternion-based rigid body stepping scheme and a stable linear approximation thereof. SPOOK includes all these elements. It is linearly implicit and linearly stable, it requires the solution of either one linear system of equations of one mixed linear complementarity problem per regular time step, and two of the same when an impact condition is detected. The changes in energy caused by constraints, impacts, and dry friction, are all shown to be strictly dissipative in comparison with the free system. Since all regularization and stabilization parameters are introduced in the physics, they map directly onto physical properties and thus allow modeling of a variety of phenomena, such as constraint compliance, for instance.

Tutorial material is included for continuous and discrete-time analytic mechanics, quaternion algebra, complementarity problems, rigid body dynamics, constraint kinematics, and special topics in numerical linear algebra needed in the solution of the stepping equations of SPOOK.

The qualitative and quantitative aspects of SPOOK are demonstrated by comparison with a variety of standard techniques on well known test cases which are analyzed in details. SPOOK compares favorably for all these examples. In particular, it handles ill-posed and degenerate problems seamlessly and systematically. An implementation suitable for large scale performance and accuracy testing is left for future work.

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Books on the topic "Interactive contact"

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1er contact, festival d'art numérique à ciel ouvert (2nd 2005 Issy-les-Moulineaux, France). 1er contact: Festival d'art numérique à ciel ouvert. Paris]: Archibooks, 2005.

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McCarthy, Michael. Touchstone: Full contact. Cambridge, UK: Cambridge University Press, 2008.

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Touchstone: Full contact. Cambridge, UK: Cambridge University Press, 2008.

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Michael, McCarthy. Touchstone: Full contact. Cambridge, UK: Cambridge University Press, 2008.

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Michael, McCarthy. Touchstone: Full contact. Cambridge, UK: Cambridge University Press, 2008.

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McCarthy, Michael. Touchstone: Full contact. Cambridge, UK: Cambridge University Press, 2008.

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Pueblos, presidios, and missions: A journey to Spanish North America : an interactive curriculum unit for social studies. Madison, Wis: DEMCO, 2000.

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Sariri-Khayatzadeh, Reyhaneh. Tear protein interaction with hydrogel contact lenses. Birmingham: Aston University. Department of Chemical Engineering and Applied Chemistry, 1995.

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Liggett, Thomas M. Stochastic interacting systems: Contact, voter, and exclusion processes. Berlin: Springer, 1999.

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Liggett, Thomas M. Stochastic Interacting Systems: Contact, Voter and Exclusion Processes. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999.

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Book chapters on the topic "Interactive contact"

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Ko, Dong-uk, Hokyoung Ryu, and Jieun Kim. "Making New Narrative Structures with Actor’s Eye-Contact in Cinematic Virtual Reality (CVR)." In Interactive Storytelling, 343–47. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04028-4_38.

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Zhang, Chunyu, and Chenghao Zhang. "Research on Non-contact Palmprint Recognition Positioning Method in Mobile Terminal." In Advances in Intelligent, Interactive Systems and Applications, 887–94. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-02804-6_116.

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Fukasawa, Tetsuo, Kentaro Fukuchi, and Hideki Koike. "A Vision-Based Non-contact Interactive Advertisement with a Display Wall." In Lecture Notes in Computer Science, 394–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11872320_58.

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Kamiya, Yukihiro. "A New Simple Preprocessing Method for MUSIC Suitable for Non-contact Vital Sensing Using Doppler Sensors." In Intelligent Interactive Multimedia Systems and Services 2017, 514–24. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-59480-4_51.

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McKenzie, Keran, and Todd Yard. "Interactive Content." In Build Your First Website with Flash MX, 159–68. Berkeley, CA: Apress, 2002. http://dx.doi.org/10.1007/978-1-4302-5347-1_13.

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Lozano, Yolanda, Steven Duplij, Malte Henkel, Malte Henkel, Euro Spallucci, Steven Duplij, Malte Henkel, et al. "Superstring Contact Interaction." In Concise Encyclopedia of Supersymmetry, 437. Dordrecht: Springer Netherlands, 2004. http://dx.doi.org/10.1007/1-4020-4522-0_594.

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Rucinski, S. M. "Activity of Contact Binary Systems." In Interacting Binaries, 13–49. Dordrecht: Springer Netherlands, 1985. http://dx.doi.org/10.1007/978-94-009-5337-6_2.

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Ryan, James, and Reid Swanson. "Recognizing Coherent Narrative Blog Content." In Interactive Storytelling, 234–46. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-48279-8_21.

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Djenar, Dwi Noverini. "Adolescent interaction, local languages and peripherality in teen fiction." In Contact Talk, 108–25. New York : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429427848-7.

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Beek-Eerden, Hanny, Claudia van Gorp, Elske Koulman, and José Verheijden-Poncin. "2 Contact maken met een zorgvrager." In Interactie in beroepssituaties, 9–32. Houten: Bohn Stafleu van Loghum, 2001. http://dx.doi.org/10.1007/978-90-313-9401-2_2.

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Conference papers on the topic "Interactive contact"

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Xiang Cao, Andrew D. Wilson, Ravin Balakrishnan, Ken Hinckley, and Scott E. Hudson. "ShapeTouch: Leveraging contact shape on interactive surfaces." In 2008 IEEE International Workshop on Horizontal Interactive Human Computer Systems (TABLETOP). IEEE, 2008. http://dx.doi.org/10.1109/tabletop.2008.4660195.

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Feng, Peijie, Jiseok Kim, Jin Cho, Shesh Mani Pandey, Sudarshan Narayanan, Michelle Tng, Bingwu Liu, et al. "Contact model based on TCAD-experimental interactive algorithm." In 2015 International Conference on Simulation of Semiconductor Processes and Devices (SISPAD). IEEE, 2015. http://dx.doi.org/10.1109/sispad.2015.7292303.

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Blin, Nassime, Michel Taix, Philippe Fillatreau, and Jean-Yves Fourquet. "I-RRT-C: Interactive motion planning with contact." In 2016 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS). IEEE, 2016. http://dx.doi.org/10.1109/iros.2016.7759625.

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Matulic, Fabrice, Daniel Vogel, and Raimund Dachselt. "Hand Contact Shape Recognition for Posture-Based Tabletop Widgets and Interaction." In ISS '17: Interactive Surfaces and Spaces. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3132272.3134126.

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Thakur, Atul D., and Satyandra K. Gupta. "Context Dependent Contact Preserving Off-Line Model Simplification for Interactive Rigid Body Dynamics Simulations." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-87119.

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Rigid body dynamics simulations require use of accurate computation of contacts among bodies. Often collision detection algorithms are used for determining the contact between moving bodies. Many mechanical parts have a large number of features and hence collision detection with the detailed part models often slows down the rigid body dynamics simulations. Model simplification techniques developed for efficient graphical rendering may change the part geometry in such a manner that the contact points between parts may change as a result of the simplification. Hence, such simplifications may alter the resulting simulated behavior. In many simulation scenarios, all the parts participating in the simulation are known in advance. In such cases, the simulation context (i.e., a priori knowledge of parts) can be exploited to simplify the part geometries such that the contact points among parts do not change. For example, parts with significant concavities may have regions on their boundaries that will be inaccessible to other parts in the simulation and hence contact points cannot lie on such inaccessible regions. Removing such regions from the parts can simplify the model and hence speed up the simulation for interactive applications.
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Enzenhöfer, Andreas, Nicolas Lefebvre, and Sheldon Andrews. "Efficient block pivoting for multibody simulations with contact." In I3D '19: Symposium on Interactive 3D Graphics and Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3306131.3317019.

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Geng, Chen, Jian Yang, Tong Li, and Yongtian Wang. "A novel non-contact interactive medical image viewing system." In 2012 IEEE International Conference on Bioinformatics and Biomedicine Workshops (BIBMW). IEEE, 2012. http://dx.doi.org/10.1109/bibmw.2012.6470312.

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Andrews, Sheldon, and Kenny Erleben. "Contact and friction simulation for computer graphics." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450508.3464571.

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Shimada, Michihiro, Yuichiro Yoshikawa, and Hiroshi Ishiguro. "Social balancing effect of eye contact." In RO-MAN 2009 - The 18th IEEE International Symposium on Robot and Human Interactive Communication. IEEE, 2009. http://dx.doi.org/10.1109/roman.2009.5326147.

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Xie, Xiaoqian, Jiashuo Cao, Jiayu Yao, Lunyu Shang, Qianru Liu, Jinlun Lin, and Qin Wu. "MaskMe: Using Masks to Design Collaborative Games for Helping Children with Autism Make Eye Contact." In ISS '20: Interactive Surfaces and Spaces. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3380867.3426206.

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Reports on the topic "Interactive contact"

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Holloway, Steven C. Manuals, Interactive Electronic Technical - General Content, Style, Format, and User-Interaction Requirements. Fort Belvoir, VA: Defense Technical Information Center, October 1995. http://dx.doi.org/10.21236/ada455181.

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Becker, Ralf. Content delivery through an interactive textbook. Bristol, UK: The Economics Network, June 2021. http://dx.doi.org/10.53593/n3398a.

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Chebakov, Mikhail I., Alexei Poddubny, Elena Kolosova, Alexsander Alexiev, and Roumen Iankov. Contact Interaction of Axisymmetric Indenter and Poroelastic Layer. "Prof. Marin Drinov" Publishing House of Bulgarian Academy of Sciences, June 2020. http://dx.doi.org/10.7546/crabs.2020.06.13.

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Spencer, B. W., J. W. Peterson, W. Jiang, Y. Lui, S. Veeraraghavan, and A. Casagranda. BISON Contact Algorithm Improvements in Support of Pellet Cladding Mechanical Interaction Modeling. Office of Scientific and Technical Information (OSTI), September 2017. http://dx.doi.org/10.2172/1473589.

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Rizzo, Thomas G. Contact Interaction Searches at the Linear Collider: Energy, Luminosity and Positron Polarization Dependencies. Office of Scientific and Technical Information (OSTI), March 2003. http://dx.doi.org/10.2172/812949.

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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combined are defined and characterized. The most important in journalism is verbal content, it is the one that carries the main information load. The dynamic development of converged media leads to the dominance of image and video content; the likelihood of increasing the secondary content of the text increases. Given the market situation, the effective information product is a combined content that combines text with images, spreadsheets with video, animation with infographics, etc. Increasing number of new media are using applications and website platforms to interact with recipients. To proceed, the peculiarities of the new content of new media with the involvement of augmented reality are determined. Examples of successful interactive communication between recipients, the leading news agencies and commercial structures are provided. The conditions for effective use of VR / AR-technologies in the media content of new media, the involvement of viewers in changing stories with augmented reality are determined. The so-called immersive effect with the use of VR / AR-technologies involves complete immersion, immersion of the interested audience in the essence of the event being relayed. This interaction can be achieved through different types of VR video interactivity. One of the most important results of using VR content is the spatio-temporal and emotional immersion of viewers in the plot. The recipient turns from an external observer into an internal one; but his constant participation requires that the user preferences are taken into account. Factors such as satisfaction, positive reinforcement, empathy, and value influence the choice of VR / AR content by viewers.
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Ivanova, Iryna, and Elena Afanasieva. MODEL OF INTERACTION BETWEEN ADVERTISING, PR AND JOURNALISM. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11060.

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The article is an overview of the journalism – PR – advertising relationship at the terminological, empirical-analytical and practical levels. It traces the state of the discussion of these correlations in the post-soviet media such as Ukraine. The study describes that domesticating the importance of the appropriate partnership between the three communication technologies. The thesis is that journalism, advertising and PR create a mutual connection that takes place in an atmosphere of PR and advertising permissiveness and deepens with the development of digitalization, Social network development. The present research is based on a comprehensive approach. The inductive and deductive methods are adopted to discuss theoretical materials, and the interdisciplinary research method is used to detect PR-specific features as a philosophy of a new journalism project. The interpretive approach, usually employed to analyze media text as a complex synthetic structure, was also taken into consideration. The analytical method application identified the modern means of substantiating the ideological, esthetical and informative value of brand journalism and spin doctor. The innovative character of modern media as a behavioral strategy in the advertising and PR industry consists in the fact that it is a form of creative production and behavior rather than adapting a specific communication situation. The article examines the main directions of contemporary interactions between PR, advertising and journalism as a media content creation. In this context, it is asserted that advertising, journalism and PR activities can contribute to the creation of media content. At some point, good media content is achieved not only as a result of this competition but also from the correlation between PR, advertising and journalism.
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Dean, Jesse, Phil Voss, Douglas Gagne, Deb Vasquez, and Rois Langner. Blueprint for Integrating Grid-Interactive Efficient Building (GEB) Technologies into U.S. General Services Administration Performance Contracts. Office of Scientific and Technical Information (OSTI), May 2021. http://dx.doi.org/10.2172/1784273.

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Jansen, Bernard J. Developing Models for Synchronizing the Interaction among Users, Systems and Content in Complex Information Spaces. Fort Belvoir, VA: Defense Technical Information Center, October 2009. http://dx.doi.org/10.21236/ada567104.

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Noonan, Kathleen. A comparison of Boone-Prescott content and sequence analysis data of poorly and highly rated clinician-client interactive skills. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.3057.

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