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Auswahl der wissenschaftlichen Literatur zum Thema „Conception d’interactions“
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Zeitschriftenartikel zum Thema "Conception d’interactions"
Roy, Émeline, Éric Tortochot und Christophe Moineau. „« Situation didactique, situation opérationnelle de conception : construction, apports et emprunts théoriques d’une didactique du design »“. Travail et Apprentissages N° 25, Nr. 1 (06.02.2024): 65–89. http://dx.doi.org/10.3917/ta.025.0065.
Der volle Inhalt der QuelleAlexandre, Marie. „L’apport du construit au champ didactique : le savoir-enseigner au collégial“. Articles 52, Nr. 3 (08.08.2018): 571–95. http://dx.doi.org/10.7202/1050904ar.
Der volle Inhalt der QuelleLAHOUAL, Dounia, und Myriam FRÉJUS. „Conception d’interactions éthiques et durables entre l’humain et les systèmes d’intelligence artificielle. Le cas de l’expérience vécue des usagers de l’IA vocale“. Revue d'intelligence artificielle 32, Nr. 4 (28.08.2018): 417–45. http://dx.doi.org/10.3166/ria.32.417-445.
Der volle Inhalt der QuelleBlais1, Étienne, Marie-Andrée Couture, Rémi Boivin und Brigitte Poirier. „Pouvoir discrétionnaire, infractions routières et interventions policières“. Criminologie 50, Nr. 2 (27.10.2017): 257–79. http://dx.doi.org/10.7202/1041707ar.
Der volle Inhalt der QuelleWray, Alexander, Gina Martin, Emma Ostermeier, Alina Medeiros, Malcolm Little, Kristen Reilly und Jason Gilliland. „Interventions pour favoriser l’activité physique et l’appartenance sociale chez les enfants et les jeunes dans des espaces extérieurs : revue rapide de la littérature“. Promotion de la santé et prévention des maladies chroniques au Canada 40, Nr. 4 (April 2020): 115–27. http://dx.doi.org/10.24095/hpcdp.40.4.02f.
Der volle Inhalt der QuelleChapoulie, Jean-Michel. „La conception de la sociologie empirique d'Everett Hughes“. Sociétés contemporaines 27, Nr. 3 (01.09.1997): 97–109. http://dx.doi.org/10.3917/soco.p1997.27n1.0097.
Der volle Inhalt der QuelleTricot, André, und Alain Rufino. „Modalités et scénarios d’interaction dans des hypermédias d’apprentissage“. Articles 25, Nr. 1 (17.10.2007): 105–29. http://dx.doi.org/10.7202/031995ar.
Der volle Inhalt der QuelleQuéinnec, Jean-Paul. „Dispositif cartographique du son pour une scène sans bord“. Recherches sémiotiques 36, Nr. 1-2 (07.09.2018): 271–94. http://dx.doi.org/10.7202/1051188ar.
Der volle Inhalt der QuelleWolfs, José-Luis, Christophe Leys, Sandy Legrand, Damien Karnas, Coralie Delhaye, Charlotte Bouko und Sandrine Zamboni. „Les représentations des élèves à propos de différentes postures intellectuelles possibles entre science et croyances religieuses : mise à l’épreuve de la validité de construit d’un questionnaire y afférant“. Mesure et évaluation en éducation 37, Nr. 2 (30.03.2016): 101–32. http://dx.doi.org/10.7202/1035915ar.
Der volle Inhalt der QuellePetitimbert, Jean-Paul. „La sémiotique à l’épreuve de l’écrit: régimes rédactionnels et intelligibilité“. Galáxia (São Paulo), Nr. 44 (August 2020): 37–49. http://dx.doi.org/10.1590/1982-25532020248124.
Der volle Inhalt der QuelleDissertationen zum Thema "Conception d’interactions"
Loup, Guillaume. „Conception et développement d’interactions immersives pour jeux sérieux“. Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1041/document.
Der volle Inhalt der QuelleThis thesis is in the field of the virtual environments for human learning. Digital Epistemic Games (DEG) are a category of serious games dedicated to solving complex, multidisciplinary and non-deterministic problems. The objective of DEGs is to propose authentic learning situations in terms of interactions so that learners can construct and anchor knowledge in their context of use.The first part of the thesis is devoted to exploring spatial, temporal and social dimensions of DEG interactions. Experiments were conducted in ecological environment and showed an educational contribution through an increase in the learner engagement. The design of the prototypes showed that the development of the immersive interactions of a virtual environment for human learning currently remains reserved for specialists in Mixed Reality or Virtual (MVR).So the second part of the thesis was the proposal of a development environment named MIREDGE. A visual programming interface allows developers to model interactions without specific knowledge in MVR through the reuse of blocks. Experiments have evaluated the effectiveness and efficiency of MIREDGE for specialist and non-specialist developers in MVR.As specialist developers in MVR have to continue their algorithm beyond visual programming, MIREDGE allows automatic generation of code providing the corresponding script being totally re-editable in their game engine. The MIREDGE approach ensures wide compatibility with development environments and peripherals. This opens perspectives on the study of the logics of universal interactions
Chettaoui, Chafika. „Mécanismes de conception de modèles discrets fondés sur la théorie des jeux pour l’étude des réseaux d’interactions biologiques : application à la migration métastasique“. Evry-Val d'Essonne, 2007. http://www.biblio.univ-evry.fr/theses/2007/interne/2007EVRY0027.pdf.
Der volle Inhalt der QuelleWe applied game theory to study biological interactions. The object is to compute equilibria corresponding to cellular phenotypes. The model allows us validate the coherence of biological networks and to propose predictions about their structure. We applied it on two biological networks implicated in metastasis migration. To accelerate equilibrium computation we established methods for prediction that led to the formulation of a k-SAT problem which is frequently reduced to a 2-SAT problem solvable in polynomial time
Kobenan, Kouamé Jean-Moïse. „Contribution à l’évaluation de la qualité de la collaboration en conception de produits“. Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAI081/document.
Der volle Inhalt der QuelleToday functional structure of enterprises requires teamwork and project mode organization. These projects are carried out by experts from different domains of expertise. Besides the teams need supporting tools in order to improve the efficiency of their design process and to propose adapted solutions to complex design problems. In the course of their meetings and collaborative activities they create group awareness through their interactions and creation of various artifacts. This thesis studies mechanisms that underlie performance of collaborative design team in synchronous meeting. In this thesis we demonstrate the links between Transactive Memory System (TMS), Collaborative Design Activities (CDA) and Objects called Resources (RSC), and identify the elements that drive these links. A survey has been used to study collaborative design teams in academic environment. Then, we performed direct observation of two teams during synchronous collaborative design meetings with a serious game Delta Design on interactive table. Results show that if performance is enhanced statistically by good TMS or CDA, and the link is demonstrate, so is the links between CDA RSC. However, the lack of statistical strong correlation between TMS and RSC seems to show that team members are not conscious of using artifacts during TMS building. While artifacts on interactive table are more solicited and decision making activities seems to be more important during their session. This thesis contributes to a better understanding of collaborative design teams and offers tools to evaluate collaborative design activities
Renom, Miguel A. „Theoretical bases of human tool use in digital environments“. Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG034.
Der volle Inhalt der QuelleTool use pervades our everyday life. We spontaneously manipulate objects as tools, sometimes for tasks beyond their assigned function, thereby re-purposing them, such as when a knife is used as a screwdriver. The Technical Reasoning hypothesis in cognitive neuroscience posits that humans engage in tool use by reasoning about mechanical interactions among objects. By modeling tool use based on abstract knowledge about object interactions, this theory explains how tools can be re-purposed for tasks beyond their original design as a product of knowledge transfer. In digital environments, user interfaces often provide tools with pre-defined functions, such as formatting, scrolling or zooming, meant to be used for a specific set of tasks. However, the literature offers examples of users re-purposing digital tools in unexpected ways. This motivated me to investigate the Technical Reasoning hypothesis as a theoretical model for digital tool use, based on the users’ acquired knowledge of the digital world. First, I studied computer users performing a task in a digital text editor while being constrained to re-purpose some of its commands. While most participants managed to re-purpose at least one command, some experienced difficulty due to biases stemming from their knowledge of procedures and functions learned from similar environments. I relate these observations to phenomena of physical tool use, particularly, technical reasoning and functional fixedness. Next, I studied how users perceive the possibilities for action on digital objects through toolbars in the interface. Using an experimental environment whose objects support both graphics- and text-oriented commands, I controlled the visibility of corresponding toolbars to introduce the environment to participants before performing tasks with both toolbars available. This resulted in strategies where the preferred command types associated with the toolbar presented in the introduction, sugg esting a priming effect, which can hinder the exercise of technical reasoning to use alternative and possibly more efficient strategies. Last, I present a collaboration study about extreme users of text editing tools that led to the design of Textlets: interactive objects that reify text selections into persistent tools for text documents. Textlets constitute a generative concept building on principles of Instrumental Interaction. We observed a user re-purposing a Textlet during an evaluation study, supporting the notion that an instrumental approach may contribute to re-purpose digital tools. This thesis provides evidence of the relevance of the Technical Reasoning hypothesis as a theoretical model for interaction and opens the way to the design of tool-centric interfaces
Dartnell, Christopher. „Conception d’un cadre formel d’interaction pour la découverte scientifique computationelle“. Montpellier 2, 2008. http://www.theses.fr/2008MON20060.
Der volle Inhalt der QuelleLuong, The Nhan. „Modélisation centrée utilisateur final appliquée à la conception d'applications intéractives en géographie : une démarche basée sur les contenus et les usages“. Thesis, Pau, 2012. http://www.theses.fr/2012PAUU3034/document.
Der volle Inhalt der QuelleThe starting point of this thesis is to deal with the difficulties encountered in the TEL community for designing educational applications exploiting geographic information. Ultimately, it is to provide a new framework allowing for the operational design of geographic Web applications for experts in the domain (and particularly for teachers). The scientific proposal is based on a design process driven by contents and interaction. It is operationalized on a framework called WINDMash offering designers a visual environment for simply specifying and immediately evaluating interactions. The unified model for describing geographic Web applications has three parts: one for representing geographic contents, one for displaying them on a graphical user interface (GUI) and one for describing the behaviour of the application using a visual language whose graphical formalism is based on the UML diagram sequence. Using Model-Driven Engineering (MDE) techniques, the WINDMash framework can automatically generate the code of the final application based on the instances of three parts of the unified model. The WINDMash framework used for this the WIND API (Web INteraction Design) that we programmed. Designers can thus rapidly prototype geographic Web applications corresponding to their needs
Antoine, Axel. „Études des stratégies et conception d’outils pour la production de supports illustratifs d’interaction“. Thesis, Lille, 2021. http://www.theses.fr/2021LILUI012.
Der volle Inhalt der QuelleInteraction with interactive systems is a complex situation in which one or more users interact with one or more systems. To fully understand an interaction, it is ideal to experience it or, at least, to be able to see it in action, which is not always possible. However, the main medium to communicate research in Human-Computer Interaction (HCI) remains research papers, generally in PDF format, and as a result, more and more figures illustrating new interactions are being produced. The objective of this thesis is to study the strategies and tools used to create such figures. First of all, we enrich the current theoretical knowledge on the creation of figures illustrating the interaction by proposing a new taxonomy of the conceptual and visual attributes that compose 795 figures extracted from research articles in HCI. We also present a set of illustration strategies identified through the analysis of the relationships between these attributes. Then, we look at the practical aspect of the creation of these figures and support the hypothesis that 3D scenes staging is an interesting alternative to create figures representing interaction. We then present Esquisse, a tool offering specific rendering effects and interaction techniques that allow both novice and expert users to efficiently produce figures illustrating the interaction. Finally, this thesis presents a study on 3D object rotations, a task that has been described as complex when staging 3D scenes. We study the techniques of virtual control spheres and show that some factors, such as the size of the sphere, have an influence on the behavior of users during rotation tasks. The work presented in this thesis thus provides a first theoretical and practical framework to inform future research and tools for the production of figures illustrating interactive scenarios
Leibl, Nadja. „Development of molecularly imprinted polymers for chemical sensors“. Thesis, Compiègne, 2018. http://www.theses.fr/2018COMP2446.
Der volle Inhalt der QuelleThis thesis proposes a rational design approach towards molecularly imprinted polymers (MIPs) for sensing nitro-explosives. Molecularly imprinted polymers are mimicking biological molecular recognition. They have the advantage to be stable in harsh environments and can be tailored into different physical forms for interfacing with transducers. Their synthesis is based on the co-polymerization of functional and cross-linking monomers in the presence of the target analyte or, as in this thesis, with a structural analogue leading to a rigid three-dimensional polymer network with binding sites complementary to the template in size, shape and position of the functional groups. The choice of the functional monomer was carried out with a rational design approach combining molecular modelling, nuclear magnetic resonance (NMR) and isothermal calorimetry (ITC) studies. This allows to optimize the pre-polymerization mixture in order to get strong complexation between the functional monomer and the template. The obtained results were confronted with binding studies performed on synthesized polymers. The thus designed polymer formulation was interfaced with transducer surfaces in form of nanoparticles, films and nanoparticles embedded into electro-polymerized polydopamine films. In addition to the traditional MIPs by free radical polymerization, molecularly imprinted in-situ electro-polymerized polydopamine films were investigated as an alternative approach for sensing nitro-explosives electrochemically
Laigre, Eugénie. „Conception, synthèse et étude de modules de reconnaissance multivalents pour des anticorps“. Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAV038/document.
Der volle Inhalt der QuelleDespite significant progress in anti-cancer therapy, current treatments are still controversial due to numerous side effects. Targeted immunotherapy recently emerged as an ideal alternative to improve treatment modalities for cancer patients. However, very limited approaches are available today and major issues remain to be addressed. In this context, we are interested in the design of biomolecular structures, innovative and bifunctional, able to hijack endogenous antibodies - which are naturally present in the human blood stream - toward cancer cells without pre-immunisation. Since natural circulating antibodies are polyspecific and have the ability to interact with multiple carbohydrate antigens, we focused on the design of multivalent glycodendrimers, as ligands for endogenous antibodies. The first part of our study consisted in synthesizing several multivalent glycoconjugates, based on peptide scaffolds and obtained by chemoselective ligations. To evaluate their influence on antibodies, the nature of both the carbohydrate and the scaffold, and the valency were varied. Then, in a second part of the study, microarray assays were developed with a model lectin, the Helix Pomatia Agglutinin (HPA). Experimental procedures were designed to determine surface dissociation constant and IC50 values, leading to the identification of high affinity ligands for HPA in the nanomolar range. Microarray assays were confirmed by other analytical methods (BLI, ELLA). Finally, the assays on slides were adapted to human sera screening, in order to identify tridimensional architectures highly affine to sera antibodies. A large panel of glycoconjugates were screened by microarray with around twenty sera, leading to the determination of promising glycosylated structures, as antibody ligands. The latter could be subsequently used for our anti-cancer approach
Pruvost, Gaëtan. „Modélisation et conception d’une plateforme pour l’interaction multimodale distribuée en intelligence ambiante“. Thesis, Paris 11, 2013. http://www.theses.fr/2013PA112017/document.
Der volle Inhalt der QuelleThis thesis deals with ambient intelligence and the design of Human-Computer Interaction (HCI). It studies the automatic generation of user interfaces that are adapted to the interaction context in ambient environments. This problem raises design issues that are specific to ambient HCI, particularly in the reuse of multimodal and multidevice interaction techniques. The present work falls into three parts. The first part is an analysis of state-of-the-art software architectures designed to solve those issues. This analysis outlines the limits of current approaches and enables us to propose, in the second part, a new approach for the design of ambient HCI called DAME. This approach relies on the automatic and dynamic association of software components that build a user interface. We propose and define two complementary models that allow the description of ergonomic and architectural properties of the software components. The design of such components is organized in a layered architecture that identifies reusable levels of abstraction of an interaction language. A third model, called behavioural model, allows the specification of recommendations about the runtime instantiation of components. We propose an algorithm that allows the generation of context-adapted user interfaces and the evaluation of their quality according to the recommendations issued from the behavioural model. In the third part, we detail our implementation of a platform that implements the DAME approach. This implementation is used in a qualitative experiment that involves end-users. Encouraging preliminary results have been obtained and open new perspectives on multi-devices and multimodal HCI in ambient computing
Buchteile zum Thema "Conception d’interactions"
Bonicco-Donato, Céline. „Les rites d’interaction : l’héritage de la conception chinoise de la face dans la sociologie d’Erving Goffman“. In All about the Rites. Collège de France, 2023. http://dx.doi.org/10.4000/books.cdf.12993.
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