1,354 research outputs found

    Classical Theory of Law

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    Classical Theory of Law

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    Resonance Interaction Induced by Metal Surfaces Catalyses Atom Pair Breakage

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    We present the theory for retarded resonance interaction between two identical atoms at arbitrary positions near a metal surface. The dipole-dipole resonance interaction force that binds isotropically excited atom pairs together in free space may turn repulsive close to an ideal (totally reflecting) metal surface. On the other hand, close to an infinitely permeable surface it may turn more attractive. We illustrate numerically how the dipole-dipole resonance interaction between two oxygen atoms near a metal surface may provide a repulsive energy of the same order of magnitude as the ground-state binding energy of an oxygen molecule. As a complement we also present results from density-functional theory.Comment: 5 pages, 5 figure

    DETERMINANTS OF KANSAS FARMERS' PARTICIPATION IN ON-FARM RESEARCH

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    On-farm research (OFR) has increased in popularity in the U.S. in recent years due to heightened interest in sustainability issues, the likely decline in resources available for agricultural research, and increasing pressures for accountability and responsiveness to state and local needs. Information relating to OFR was obtained from 431 commercial Kansas farmers. Data were analyzed to determine the degree of OFR being implemented, and three models were estimated to identify which farmer/farm characteristics influenced its implementation. The results indicate that OFR is commonly implemented, and that several farm/farmer characteristics are related to the degree of OFR initiated. It is proposed that to maximize the return from externally initiated OFR, there would be merit in focusing attention on farms/farmers with those characteristics.Farmer attitudes, Farmer participation, Farming systems research, On-farm research, Sustainable agriculture, Research and Development/Tech Change/Emerging Technologies,

    Slice Display for Human Models Constructed With Spheres

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    Bubblepeople are human figure models built from overlapping spheres. They provide a softer and more realistic representation of the human body than polygon-based models, require fewer primitives, and are easier to articulate. Unfortunately, displaying a body constructed entirely of spheres by conventional rendering techniques is relatively slow. A new slicing algorithm has been implemented which significantly decreases the time required to display solid shaded Bubblepeople as polygon models within a conventional scanline renderer

    The Ursinus Weekly, October 21, 1940

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    Democrats due tomorrow for rally in gymnasium • Haines group supports Willkie but says FDR will win in November • Bears don wings to swoop down on Blue Hens, 25-0 • Student from Near East is speaker at vespers • Moritz paints picture of life in Chinese colleges • Agan appoints committees as juniors plan year\u27s activities • Pre-legal society to hear about criminal law action • Vocalists from Phila. Opera Company please in musical • College president is named head of local draft board • IRC to discuss new eastern axis at afternoon session • Bears take to passing for air raid on Delaware Hens • F.M. penalty kick takes soccer game from booters, 1-0 • Men\u27s debating society admits two juniors and four frosh • Women debaters hear report on college debate conference • McClure represents Ursinus at Haverford inauguration • Freshmen entertained at tea by the combined YM-YWCA • Noted scholar reviews book written by president McClure • Carter and Miller journey to convention of history associationhttps://digitalcommons.ursinus.edu/weekly/1795/thumbnail.jp

    Towards Personalities for Animated Agents With Reactive and Planning Behaviors

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    We describe a framework for creating animated simulations of virtual human agents. The framework allows us to capture flexible patterns of activity, reactivity to a changing environment, and certain aspects of an agent personality model. Each leads to variation in how an animated simulation will be realized. As different parts of an activity make different demands oil an agent\u27s resources and decision-making, our framework allows special-purpose reasoners and planners to be associated with only those phases of an activity where they are needed. Personality is reflected in locomotion choices which are guided by an agent model that interacts with the other components of the framework

    Terrain Navigation Skills and Reasoning

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    We describe a real-time model of terrain traversal by simulated human agents. Agent navigation includes a variety of simulated sensors, terrain reasoning with behavioral constraints, and detailed simulation of a variety of locomotion techniques. Our Kinematic Locomotion Generation Module (KLOG) generates various terrain navigation skills as well as both rhythmic and non-rhythmic variations of these skills. The terrain navigation skills include curved path walking, lateral or backward stepping, running, and the transitions between walking and running for motion continuity. Locomotion attributes such as pelvis rotation and translation and torso flexion and twist are used to modify the KLOG skills so that realistic looking rhythmic locomotion or non-rhythmic variations, such as ducking under a low hanging branch of a tree, can be achieved. The path through the terrain is incrementally computed by a behavioral reasoning system configuring a behavioral feedback network. A number of sensors acquire information on object range, passageways, obstacles, terrain type, exposure to hostile agents and so on. The behavioral reasoner weighs this information along with collision avoidance, cost, danger minimization, locomotion types and other behaviors available to the agent and incrementally attempts to reach a goal location. Since the system is reactive, it can respond to moving obstacles, changing terrain, or unexpected events due to hostile agents or the effects of limited perception

    Book Reviews

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    Crowd Simulation Incorporating Agent Psychological Models, Roles and Communication

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    We describe a new architecture to integrate a psychological model into a crowd simulation system in order to obtain believable emergent behaviors. Our existing crowd simulation system (MACES) performs high level wayfinding to explore unknown environments and obtain a cognitive map for navigation purposes, in addition to dealing with low level motion within each room based on social forces. Communication and roles are added to achieve individualistic behaviors and a realistic way to spread information about the environment. To expand the range of realistic human behaviors, we use a system (PMFserv) that implements human behavior models from a range of ability, stress, emotion, decision theoretic and motivation sources. An architecture is proposed that combines and integrates MACES and PMFserv to add validated agent behaviors to crowd simulations
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