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%!
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/Title(Table des mati\350res)
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/Title(La s\351lection de cibles mobiles : pour quels domaines et quelles applications ?)
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/Title(Introduction)
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/Title(Contr\364le de l'espace a\351rien)
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/Title(Applications civiles)
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/Title(Observations)
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/Title(Athl\350tes)
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/Title(V\351hicules)
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/Title(Projectiles)
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/Title(Jeux vid\351o)
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/Title(Une t\342che centrale dans de nombreux genres)
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/Title(Jeux de tir \(FPS/TPS\) et jeux de r\364le d'action \(ARPG\))
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/Title(Jeux de gestion, de strat\351gie \(RTS\) et de tactique \(RTT\))
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/Title(Ar\350nes de bataille en ligne multijoueur \(MOBA/ARTS\))
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/Title(Richesse et diversit\351)
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/Title(\311tat de l'art des travaux sur la s\351lection de cibles mobiles)
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/Title(Introduction : th\351orie du pointage et du mouvement cibl\351)
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/Title(Pointage, s\351lection et loi de Fitts)
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/Title(Extensions de la loi de Fitts)
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/Title(Loi de Fitts et cibles mobiles)
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/Title(Complexit\351 du mouvement : phases balistique et de correction)
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/Title(\311tat de l'art et taxinomie des techniques de s\351lection)
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/Title(Principe)
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/Title(Silk Cursor)
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/Title(Perfomances)
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/Title(Inconv\351nients)
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/Title(\(Bubble\) Comet)
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/Title(Inconv\351nients)
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/Title(Raycasting)
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/Title(Principe et avantages)
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/Title(Inconv\351nients)
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/Title(Raycasting avec d\351sambigu\357sation)
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/Title(Depth Ray)
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/Title(Lock Ray)
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/Title(Smart Ray)
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/Title(Motivations)
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/Title(\311valuations)
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/Title(S\351lection en cascade, grossi\350re, puis fine)
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/Title(Principe g\351n\351ral et avantages)
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/Title(Sphere-casting refined by QUAD-menu \(SQUAD\))
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/Title(Inconv\351nients g\351n\351raux)
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/Title(Le Delphian Desktop)
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/Title(Principe et avantages)
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/Title(Inconv\351nients)
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/Title(Kinematic Endpoint Prediction)
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/Title(Principe)
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/Title(Taxinomie des environnements de s\351lection)
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/Title(Introduction)
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/Title(Nature des cibles)
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/Title(Annexe Annexe A)
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/Title(Bibliographie)
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