Dissertationen zum Thema „Conception réalisée“
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Granier, Jacques. „Un système d'ingénierie assisté par ordinateur pour la conception des équipements d'irrigation : une application réalisée en langage SNARX“. Montpellier 2, 1990. http://www.theses.fr/1990MON20156.
Der volle Inhalt der QuelleCazajus, Vincent. „Approches numérique et expérimentale de la liaison céramique métal réalisée par brasage en vue de la création d'un outil d'aide à la conception“. Toulouse, INPT, 2007. https://hal.science/tel-04582504.
Der volle Inhalt der QuelleCeramic and metallic materials are joined together in order to associate the different but complemantary properties of these two kind of materials. The main difficulties in ceramic to metal joining are based on the behaviour difference between these materials. Notably, the difference between the thermal expansion coefficient leads to the development of residual stresses after the braze alloy solidification (780°C) during brazing process. The framework of this study is to develop a conception tool for the ceramic metal brazed assemblies which allows to reduce the residual stresses values and to ensure its performance. The work has been organised in three major steps : the behaviour law identification of each materials of the assembly, the definition of the numerical conception tool and then the experimental validation of the residual stresses and mechanical behaviour estimation
Dufresne, Pascal. „Réalité virtuelle et réalisme infographique dans la reconstitution architecturale assistée par ordinateur“. Bordeaux 3, 2005. http://www.theses.fr/2005BOR30006.
Der volle Inhalt der QuelleUsually video games are related to entertainment, however, we will see that it can be used in the field of Visual Art due to the graphic qualities, aesthetic representation Also, it may be used in the architectural and archeological fields. In this area, three 3D computerized reconstructions of sites have been created with video game technology and can be visited in real time with virtual reality. Therefore, reconstructions have been created to reproduce the atmosphere of the site and to represent an archeological site as it existed in the past, by presenting the area with lights, textures and sounds. Using this concept, the relation between the user and the 3D reconstruction, proposes this new medium as an efficient tool for research and discovery. It is a means to analyze, test and modify the subjects of research during their development. A web site and a forum have been created in respect to the thesis in order to provide people with a collection of architectural reconstruction, and to increase communication and discussion between users. This web site will enable users to follow the evolution of computer games, and, therefore benefit from innovations and new developments which are continuously developing
Grapotte, Sophie. „La conception kantienne de la réalité“. Dijon, 2001. http://www.theses.fr/2001DIJOL012.
Der volle Inhalt der QuelleLourdeaux, Domitile. „Réalité virtuelle et formation : conception d'environnements virtuels pédagogiques“. Phd thesis, École Nationale Supérieure des Mines de Paris, 2001. http://tel.archives-ouvertes.fr/tel-00006475.
Der volle Inhalt der QuelleLa réalité virtuelle (RV) est souvent utilisée comme moyen technique pour immerger un formé dans des environnements le plus proche possible de la réalité. Les limitations technologiques actuelles ne permettent pas de s'approcher parfaitement de la réalité. De plus, les formateurs ont souvent besoin de fournir des explications s'appuyant sur des situations éloignées du réel afin d'aider les formés à prendre du recul et à mieux comprendre cette réalité. Les nombreuses potentialités de la RV permettent de proposer différents niveaux de réalisme.
Pour gérer ces niveaux de réalisme et optimiser les fonctionnalités offertes par la RV en fonction de objectifs pédagogiques et des difficultés des formés, nous proposons un Agent Pédagogique Intelligent (HAL : Help Agent for Learning)
HAL a été conçu pour aider les formateurs à construire un discours pédagogique en environnement virtuel en proposant deux types de stratégies pédagogiques adaptatives. Les premières modifient des aspects du scénario (pannes, conditions météorologiques, etc.). Les secondes fournissent des aides pour la compréhension de la situation (suggérer où le formé peut trouver la connaissance, expliquer une règle, montrer la conséquence de ses erreurs, etc.). Ces stratégies peuvent être mise en œuvre grâce à différentes formes d'assistance pédagogique gérant différents niveaux de réalisme (enrichissement, visualisation de mécanismes cachés, modélisation de concepts abstraits, etc.) HAL est basé sur un système multi-agent permettant de décrire une architecture modulaire et distribuée.
Une application professionnelle et industrielle réelle nous a permis de mettre en œuvre notre méthodologie de conception basée sur les aspects cognitifs, d'exploiter un grand nombre de potentialités de la RV et de mettre en évidence l'apport de HAL pour gérer ces fonctionnalités. L'objectif de cette application est de former des conducteurs de TGV à l'intervention sur Lignes à Grande Vitesse (descente sur les voies et manipulation d'appareils de voie.)
Coutrix, Céline. „Interfaces de réalité mixte : conception et prototypage“. Grenoble 1, 2009. http://www.theses.fr/2009GRE10064.
Der volle Inhalt der QuelleResearch in Human-Computer Interaction explores Mixed Reality Systems for several decades. Mixed interfaces seek to smoothly merge the physical and digital (data processing) environments. Facing a lack of capitalization and help when designing such systems, our work aims at defining a unifying model of interaction with mixed reality systems, capitalizing existing approaches in this domain. This model, called Mixed Interaction Model, allows a designer to describe, characterize and explore interaction techniques. In order to do so, we focuse on physical-digital objects taking part in the interaction with the user. In order to operationalize this interaction model during design and allow designers to realize interactive sketches simultaneously, we developped a prototyping tool. This tool capitalizes the concepts of the Mixed Interaction Model. We conducted conceptual and experimental evaluations, by considering existing validation frameworks and we designed several systems in collaboration with design actors
Billion, Arnaud. „La production de l’intelligence artificielle comme objet du droit d’auteur“. Electronic Thesis or Diss., Lyon 3, 2023. https://scd-resnum.univ-lyon3.fr/in/theses/2023_in_billion_a.pdf.
Der volle Inhalt der QuelleAI systems can produce outputs that may purportedly be subject to copyright. To investigate this possibility, one should avoid the use of a rough model of copyright law, and an approximative description of the facts. Artificial production should be envisaged realistically, being serial and non-convergent. Most of the time, there is not one sole artificial output obtained by the so-called “AI user”. On the contrary, there are mostly supernumerary outputs due to the use of an indirect and highly iterative kind of software engineering. Then we understand the reason why this cannot be subject to copyright protection. Free choices are only creative towards works of authorship, not their indirect computed implications. This is also a confirmation of the consistency of copyright law: it protects what the author has conceived and realized, what is not excessively impeded by technical constraints, what is objectively and precisely identifiable… As a consequence, authorial determination, creative convergence and social intelligibility appear as unavoidable preconditions of copyright law
Thion, Fabien. „Conception de protections périphériques applicables aux diodes Schottky réalisées sur diamant monocristallin“. Phd thesis, INSA de Lyon, 2012. http://tel.archives-ouvertes.fr/tel-00735791.
Der volle Inhalt der QuellePimapunsri, Kusol. „Conception intégrée de meubles réalisés en panneaux de fibres ou de particules“. Grenoble INPG, 2007. https://tel.archives-ouvertes.fr/tel-00580568.
Der volle Inhalt der QuelleThe companies need to integrate delocalized units in different domains during the design process although it increases complexity in the design process due to the globalization. The actors must introduce their constraints in a just need and be able to work in a multi-actor system. We present here how the proposed system solves the problems of imaginary complexity. A design system for furniture made of particleboard or fiberboard is developed to validate our approach. It integrates a designer, proposing the outlines of shapes and principal dimensions of product corresponding to the specifications. A technologist, an assembler, a mechanician, and a manufacturer allow carrying out gradually the adequate technological choices, to calculate the dimensions of various elements by taking account of quality standards and to evaluate the cost of the final obtaining product
Maillé, Bruno. „Étude de l'accessibilité par l'approche multi-agent en réalité virtuelle : émergence de comportement“. Nantes, 2003. http://www.theses.fr/2003NANT2118.
Der volle Inhalt der QuelleAs Digital Mock-Up (DMU) is replacing physical mock-up for product design, new tools must be available. In particular, a tool allowing simply and quickly checking of the maintainability of complex mechanical systems using the numerical model is necessary. For that purpose, we propose a multi-agent system, based on collaboration between man and computer, which allows to generate collisions-free trajectories for manikins and/or objects in encumbered virtual environments. We focus on the realistic behaviour emergence for the virtual manikin due to the collaboration of the multiple elementary agents integrated into the system. The developed system makes it possible to quickly and simply check the accessibility and the maintainability of complex mechanical systems on the digital mock-up, with important savings of time compared to the classically used approaches, and while ensuring the realism and the feasibility of the obtained trajectories
Dupuis, Yves. „Conception d'une interface de marche pour la réalité virtuelle“. Phd thesis, Université du Sud Toulon Var, 2006. http://tel.archives-ouvertes.fr/tel-00121108.
Der volle Inhalt der QuellePetit, Jean-Marc. „Fondements pour un processus réaliste de rétro-conception de bases de données relationnelles“. Lyon 1, 1996. http://www.theses.fr/1996LYO19004.
Der volle Inhalt der QuelleBernatchez, Marc. „Conception d'un système de visualisation à base de réalité virtuelle“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ25497.pdf.
Der volle Inhalt der QuelleTaupiac, Jean-Daniel. „Etude et conception d'environnements de formation pertinents en Réalité Virtuelle“. Thesis, Montpellier, 2020. http://www.theses.fr/2020MONTS040.
Der volle Inhalt der QuelleIn the context of Virtual Reality's democratization, the design of relevant training environments is an issue identified both at the academic and industrial level.In this thesis, prepared in throught a CIFRE contract between the LIRMM and Capgemini, an in-depth study of the literature and the industrial needs was carried out, allowing us to identify the precautions, the concepts and limitations to be considered in order to design relevant training environments.In particular, by using tools from the statistical field, we propose and apply experimental methodologies to assess the relevance of training environments for two use cases: procedural and social skills training.Finally, we also explore the use of Virtual Reality as a design tool, allowing to draw representative emotional facial expressions based on the perception of subjects
Pokam, Meguia Raïssa. „Conception d'une interface avec réalité augmentée pour la conduite automobile autonome“. Thesis, Valenciennes, 2018. http://www.theses.fr/2018VALE0029/document.
Der volle Inhalt der QuelleThis doctoral thesis was conducted under the canopy of the Localization and Augmented Reality (LAR) project. The research project was focused on railway yard and autonomous vehicles. The thesis provides answers to three main questions about the Human-Machine interface design in autonomous vehicles: Which information should be conveyed to the human agent? In which form? And when? Answers will enable an appropriate trust calibration of the human agent in the autonomous vehicle and improve driver’s experience by making automation “transparent”. We focus especially on the lane changing task entirely realized by the autonomous vehicle. The aim and the objectives were achieved by a five-steps methodology. Some general principles of transparency have been redefined on the LYONS (2013) model. These principles have been then operationalized by means of Cognitive Work Analysis. Graphical representation of useful information or potentially useful information was defined during creative sessions, by using Augmented Reality that lies at the heart of the LAR project. This information was categorized according to the functions from which it results: information acquisition, information analysis, decision making and action execution. Five interfaces were designed. Each of these interfaces presents information from some of these functions. Therefore, these interfaces corresponded to different transparency configurations more or less high. The validity of transparency principles was tested through an experiment on driving simulator with a sample of 45 participants. In this experiment, some indicators of cognitive activities and User Experience were measured. Data analysis has led to some differences between 5 interfaces. Indeed, the interface with related information to “information acquisition” and “action execution” functions improves the cognitive activities of the human agent. Considering the User Experience, it is the interface with the information related from the 4 functions which provides the best User Experience
Damay, Thomas. „Approche multi-agents et environnement virtuel pour la conception intégrée“. Nantes, 1999. http://www.theses.fr/1999NANT2054.
Der volle Inhalt der QuelleLarnaudie, Franck. „Micromiroir rotatif à actionnement électrostatique réalisé en technologie silicium : de la conception à la caractérisation“. Toulouse 3, 2000. http://www.theses.fr/2000TOU30190.
Der volle Inhalt der QuelleMahdjoub, Morad. „La réalité virtuelle pour une conception de systèmes mécaniques centrée sur l'utilisateur“. Besançon, 2007. http://www.theses.fr/2007BESA2039.
Der volle Inhalt der QuelleOur thesis work carried out in the Systems and Transport laboratory (ERCOS team), deals with user-centred mechanical systems design. Our research is more specifically directed towards studying the mechanical systems which concern workstations. Indeed, one of the current problems for the industrialists is to be able to design workstations which are suitable for human (users/operators). The aim is to avoid the kind of serious health problems which are becoming apparent today, such as “repetitive strain injuries” (1st occupational disease declared in France and Europe). With this objective, we propose to study the “use” (or usability) of industrial equipment, by integrating “ergonomics” into the design process. Although our work was carried out in the field of Engineering Science (Mechanical engineering), we tried to take the ergonomics aspect into account through a multi-disciplinary approach. Consequently, our research is centred within the Design For Ergonomics (DFE) and design For Usability (DFU) disciplines which comes under the discipline of Design For X (DFX). Thus, our objective is to define a methodology, and associated tools, to be integrated into the ergonomic design process of both product and use. Thus, we successively studied two research hypotheses, by means of a first set of experiments carried out in the field of fine leather luxury goods. Our first research hypothesis is to study the use of a numerical mechanical system via the design of an interaction between the real user and this system. The second research hypothesis is to study the usefulness of virtual reality (VR), as a real-time virtual prototyping tool, to design the “use function” of the product and so the “human/numerical product” interaction. Within the context of a second set of experiments, carried out in the automobile industry and agro-alimentary fields, we studied a third research hypothesis. This third assumption is that VR can be used to design, in an interactive way, both the product and the product use earlier in the design process and in particular during the phases of preliminary studies and detailed studies. In order to generalise our experimental results, we identified various limitations of our results. It led us to consider integrating virtual reality into the design process through the definition of “design activities”. We thus propose a fourth research hypothesis: “virtual reality can be integrated, in a structured way, into a human-centred product design and development process”. Thus, our final contribution, based on all feedback from these experiments, introduces an original design methodology called Virtual Reality Aided Design for Use (VRADU). The first originality of our work is to propose using the application of VRADU methodology in all design stages implying a digital mock-Up (DMU) or a virtual prototype. For this reason, we introduced the concept of “virtual reality meeting point” which makes it possible to support the teamworking and the integration of the various disciplines within the design process. VRADU methodology defines, in a structured way, the impact of VR tools during the design of the product and its associated use. Thus, we defined the design actors concerned by the “virtual prototype and associated use” simulations in VR. We also defined their actions through role definition which can be assigned to them during simulations in VR. We proposed three “design activities” which use VR tools, within the VRADU methodology framework. These are: the qualitative ergonomic analysis of both product and associated use in VR, the quantitative ergonomic evaluation of both the product and associated use in VR and the design of the virtual prototype and its associated use in VR. The first “design activity” in VR proposes to evaluate, in an immersive and interactive way, product and product-use on the basis of subjective comments (qualitative aspects of use). The second originality of our work is to propose a second “design activity”, carried out using VR, which integrates tools for quantitative ergonomic analysis of the use, in order to supplement the qualitative recommendations already obtained. The third originality of our work lies in the third “design activity” in VR which is to modify the virtual prototype , in an interactive way and in real-time, during simulations in VR according to the previous ergonomic evaluations (objective and subjective) already made. For that, we developed a CAD type VR assembly module which makes it possible for the mechanical engineer to modify the virtual workstation structure within certain limits. A direct update of these modifications is possible on the native CAD model level due to the connection between the VR tools and the parametric CAD tools. This partially decreases the interworking problems between the various simulation tools. Finally, we ensured continuity in the virtual prototype development during its design. Indeed, the parameters modified on the virtual prototype are stored in a collaborative design tool of PLM type. These parameters can be re-used, thereafter, by other designers, thus ensuring permanent updating of the product data
Orliac, Charlotte. „Modèles et outils pour la conception de Learning Games en Réalité Mixte“. Phd thesis, INSA de Lyon, 2013. http://tel.archives-ouvertes.fr/tel-00952892.
Der volle Inhalt der QuelleGhouaiel, Nehla. „Ingénierie de la conception de systèmes de réalité augmentée mobile : applications de la réalité augmentée mobile au tourisme culturel“. Toulouse 3, 2014. http://thesesups.ups-tlse.fr/2538/.
Der volle Inhalt der QuelleM. A. R. T. S system was built in order to propose a new mode of museum mediation. When the museum visit take place without a human guide, classical mediation tools such as labels or audio-guide rapidly show their limits in terms of human interaction. We therefore propose to allow visitors to interact with a virtual human guide supported by our interaction paradigms "Selection Documentation Reconstruction", which are based on augmented reality. The aim behind our proposals is to ensure favorable conditions for a rich contact with collections, and provide the visitor with necessary tools enabling him to live a worthwhile learning experience in the museum. The experiments we have conducted go in this direction, showing the effectiveness of this new mode of museum mediation. Moreover, interactions principles are sufficiently general to be applied to other cultural heritage activities such as outdoor guided tours
Garbaya, Samir. „Réalité virtuelle : application à l'assemblage de pièces mécaniques“. Versailles-St Quentin en Yvelines, 2001. http://www.theses.fr/2001VERS0030.
Der volle Inhalt der QuelleConvard, Thomas. „Conception assistée par ordinateur en environnement immersif“. Paris 11, 2005. http://www.theses.fr/2005PA112249.
Der volle Inhalt der QuelleThis thesis discuss of the use of immersive environments of Virtual Reality (VR) for Computer Aided Design (CAD). We study how these new interfaces between man and information systems can improve the different tasks of geometric shape design that are actually done on workstation with screen. These workstations essentially use keyboard, mouse and graphical interface. However this kind of interaction does not take advantage of VR possibilities in term of direct 3d interaction. In addition, CAD objects does not allow ways to modify there shape with a direct and 3d interaction. We present an approach of reactive objects that allows changing the value of operations parameters in the construction history graph of the solid, from direct interaction of the user on the elements (vertex, edge, face) of the B-Rep of the solid. To this purpose, we use an inference system that decides what parameters to modify knowing the selected element, and how to map the manipulations of the user to numerical changes of the parameters. These inferences are based on sets of rules dealing with construction information attached to the elements of B-Rep. This model of reactive objects has been implemented in a software prototype allowing creation and modification of CAD objects in an intuitive way. The interface proposed is a multimodal and immersive environment. We also propose in this thesis a method for collision detection dedicated to immersive interaction and a graphic rendering system on PC cluster adapted to deformable objects
Luo, Minzhi. „Conception & développement d'une plateforme en réalité virtuelle de pilotage de véhicules intelligents“. Phd thesis, Ecole Centrale de Lille, 2012. http://tel.archives-ouvertes.fr/tel-00741938.
Der volle Inhalt der QuelleDubois, Emmanuel. „Chirurgie augmentée : un cas de réalité augmentée ; Conception et réalisation centrées sur l'utilisateur“. Phd thesis, Université Joseph Fourier (Grenoble), 2001. http://tel.archives-ouvertes.fr/tel-00004676.
Der volle Inhalt der QuelleVigueras, Gómez Javier Flavio. „Système de Réalité Augmentée basé sur l'observation de structures planes : conception et évaluation“. Nancy 1, 2007. http://docnum.univ-lorraine.fr/public/SCD_T_2007_0060_VIGUERAS-GOMEZ.pdf.
Der volle Inhalt der QuelleAugmented Reality (AR) aims to enhance a person's perception of the world by overlaying virtual objects on the real scene. In order to maintain a coherent appearance, augmented images must be updated in real time according to the camera movements into the scene. Camera parameter estimation is often affected by statistical fluctuations, which harms the visual impression of the augmented scene. In this thesis, we concentrate on vision-based camera calibration and we analyse the effects of calibration errors in practical situations in the context of AR. We also propose some calibration techniques for AR applications into planar piece-wise environments. Planar surfaces are quite common both in indoor and outdoor scenes and the applicability of our methods is thus rather broad. Our contributions on this subject concern : 1) Intrinsic camera calibration. We propose some improvements to known planar methods: a multi-planar approach, a statistical weighting of the input data, and some strategies to assist on-the-fly camera calibration. 2) Sequential camera tracking based on planar structures. In order to improve the stability of the camera viewpoint computation, we classify camera movements into motion models by using model selection criteria of adaptive complexity instead of using classical all-purpose criteria. Experimental assessment showed that the strategies we suggest in our work improve the accuracy and stability in camera parameter computation and hence the quality of the augmented images
Meyrueis, Vincent. „Modification interactive de formes en réalité virtuelle : application à la conception d'un produit“. Phd thesis, Paris, ENMP, 2011. https://pastel.hal.science/pastel-00609563.
Der volle Inhalt der QuelleThe context of this research is the use of virtual reality for product design and development. At the industrial level, the virtual integration reviews are currently limited to static project review, with no possibility of changing the original design. In this work, we present a new method for virtual design review, which aims to enable the user to modify, as naturally as possible, the digital model inside the virtual environment. This method, called D3, is based on three steps: a selection step by drawing, a deformation step by manipulating the selected area and a final refining step that allows engineers to adjust the modifications. For the method to be a means of communication, it has to be simple, intuitive and usable by all project actors. An experiment was performed to evaluate the method in terms of learning curve and errors performed by subjects in a modification task. Finally, in order to facilitate the refining step, this method offers several ways for engineers to reflect the modifications on the CAD model
Meyrueis, Vincent. „Modification interactive de formes en réalité virtuelle : application à la conception d'un produit“. Phd thesis, École Nationale Supérieure des Mines de Paris, 2011. http://pastel.archives-ouvertes.fr/pastel-00609563.
Der volle Inhalt der QuelleValton, Bernard. „Gestion de la complexité de scènes animées et interactives : contribution à la conception et à la représentation“. Rennes 1, 1999. http://www.theses.fr/1999REN10142.
Der volle Inhalt der QuelleDrif, Abdelhamid. „Conception et réalisation d'une interface haptique multiétages pour les applications de la réalité virtuelle“. Evry-Val d'Essonne, 2007. http://www.biblio.univ-evry.fr/theses/2007/interne/2007EVRY0039.pdf.
Der volle Inhalt der QuelleThe haptic feedback is nowadays challenged by two major problems: firstly, actuation technologies limitations, namely tactile, which are exhibited at the designing and the integrating level in the haptic devices. Secondly, a lack of knowledge of the haptic perception. Accordingly, this thesis is focused on two problems: the first is the design and the development of a new multilevel haptic interface for virtual reality applications. The rendering concept is based on a multistage architecture rearranged according to low-to-high frequencies perception and which takes in account tactile/kinesthetic integration problems. This thesis focused on the developments of the lower stage for the rendering of interactions forces (force and friction) as well as aspects related to its software and hardware interfacing and control. This stage offers a large potential of integrations which can easily be combined with other tactile and thermal interfaces for virtual reality applications, but also which can be used as a 3dof Cartesian slave robot in bilateral teleoperation applications. The second problem is the design and the development of a new interface for thermal sensations restitution. By opposition to current thermal interfaces based on a unilateral temperature feedback towards the operator, the proposed rendering scheme is based on the bilateral coupling between the temperature and the heat flux exchanged between the operator and the remote object. In this context, we have developed a master-slave thermal demonstrator and implemented four structures of thermal bilateral couplings. Experiments through interactions scenarios were realized for the validation of the proposed concepts and the realized interface
Castet, Julien. „Conception et réalisation de plates-formes de simulation multisensorielle interactive. -L'intéraction instrumentale et les réalités virtuelles“. Grenoble, 2010. http://www.theses.fr/2010GRENS011.
Der volle Inhalt der QuelleOver the years, Virtual Rea lit y researches have broadened their field of application. This phenomenon is mainly due to the evolution of computer technologies, and to the integration of news interfaces into computer architectures. Haptic devices belong to this category of interfaces, which allow to create a mechanical coupling between the user and the virtual object, and also address the gestural fonctions: perception and action. Today, the integration of these devices in the VR solutions remains a critical problem, especially to implement the haptic treatment into the computation of 3D scene. Ln front of this problem, the asynchronous approach is the main solution used, since it allows to decouple visual and haptic computation. This method maintains a coherence between visual feedback and haptic feedback, but in the context of gesture learning, the asynchronous functionnement doesn't guarantee the permanence of the physical properties perceived from the virtual environnment. Ln this condition, the acquisition of gesture dexterity appears compromised. My thesis consists in the conception and realization of a synchronous multimodal simulation architecture. The particularity of this work is its « hard real-time » approach which allows to ensure computation determinism througl external clock. Also, this simulator is conceived to be a pertinent tool for gesture learning like in instrumental art creation
Picon, Flavien. „Interaction haptique pour la conception de formes en CAO immersive“. Phd thesis, Université Paris Sud - Paris XI, 2010. http://tel.archives-ouvertes.fr/tel-00596464.
Der volle Inhalt der QuelleOuoba, Clarisse. „Le droit à la vie privée au Burkina Faso : conception, réalité juridique et socioculturelle“. Grenoble 2, 2002. http://www.theses.fr/2002GRE21024.
Der volle Inhalt der QuellePitot, Paul. „Conception et réalisation d'une machine parallèle dédiée aux images de synthèse réalistes : la machine Voxar“. Toulouse 3, 1991. http://www.theses.fr/1991TOU30011.
Der volle Inhalt der QuelleDe, Magistris Giovanni. „Étude et conception de la commande de mannequins virtuels dynamiques pour l'évaluation ergonomique des postes de travail“. Paris 6, 2013. http://www.theses.fr/2013PA066726.
Der volle Inhalt der QuelleThe present thesis is focused on the evaluation of the biomechanical risk factors of a work-station or work-situation at the design stage. Digital human models (DHM) currently available in computer-aided design (CAD) software present average characteristics and rely on static models, which induce in certain cases an underestimation of the operator's constraints. An ambitious objective consists in developing a virtual human able to automatically calculate, from a simple description of the task, realistic motion in terms of position, speed, acceleration and applied couples, in order to obtain reliable ergonomic evaluation of a workstation. To reach this objective, we have developed a dynamic digital human model controlled by force and acceleration, inspired by human motor control. Our controller executes several tasks simultaneously in real time. Control algorithms are based upon the human ability to adapt and interact with different environments by adjusting force and impedance. The controller combines a multi-objective optimization problem with a human learning model (humans would learn new dynamics because of a minimization of instability, error and effort). The interest of this method has been underlined through different simulations. This validation is based upon comparison of experimentally-measured biomechanical data with those from our dynamic digital human model simulations
Yu, Yue. „Conception et Développement d’une Plateforme Multi-Agent en Réalité Virtuelle de Pilotage de Véhicules Intelligents“. Thesis, Ecole centrale de Lille, 2013. http://www.theses.fr/2013ECLI0013/document.
Der volle Inhalt der QuelleThis PhD thesis is dedicated to the modeling and simulation of microscopic traffic behavior in virtual reality system, with the intent of providing a new approach to effectively ensure traffic safety. At first, Virtual Reality Intelligent Simulation System of Vehicles (VR-ISSV), based on multi-agent, is proposed to simulate the intelligent microscopic traffic, which is a hierarchical modular modeling and simulation system consisting of hardware, network and operating system layers, visualization management layer, multi-agent layer, human-machine interface layer. The multi-agent layer includes entity agents (intelligent vehicle agents and around vehicle agents), service agent and environment agent. Second, for the intelligent vehicle agent model, a decentralized design paradigm is used for developing the multi-controller based intelligent vehicle, whereby the car following behavior and the overtaking behavior could be realized by the coordination of the multi-controller. The environment agent is constructed based on the conception of Synthetic Natural Environment (SNE), taking into account the interaction between the vehicles and the natural environment. Geographic Information System (GIS) is used to establish environment agent. Finally, to ensure the safety in microscopic traffic maneuver, the intelligent vehicle controllers adapting to complex environment are considered. Fuzzy logic based controllers are designed for sending the appropriate outputs to the vehicle’s actuators – the steering wheel and the throttle/brake pedals. Microscopic traffic behavior models based on the intelligent vehicle agent involving environment are studied
Yu, Yue. „Conception et Développement d'une Plateforme Multi-Agent en Réalité Virtuelle de Pilotage de Véhicules Intelligents“. Phd thesis, Ecole Centrale de Lille, 2013. http://tel.archives-ouvertes.fr/tel-00904292.
Der volle Inhalt der QuelleDESGREZ, Simon. „Conception de diviseurs de fréquence analogiques réalisés en technologie monolithique à base de transistors pseudomorphiques à haute mobilité électronique“. Phd thesis, Université Paul Sabatier - Toulouse III, 1997. http://tel.archives-ouvertes.fr/tel-00010077.
Der volle Inhalt der QuelleDesgrez, Simon. „Conception de diviseurs de fréquence analogiques réalisés en technologie monomithique à base de transistors pseudomorphiques à haute mobilité électronique“. Toulouse 3, 1997. http://www.theses.fr/1997TOU30138.
Der volle Inhalt der QuelleGrunberg, Marc. „Conception d'une méthode de maillage 3D parallèle pour la construction d'un modèle de Terre réaliste par la tomographie sismique“. Université Louis Pasteur (Strasbourg) (1971-2008), 2006. https://publication-theses.unistra.fr/public/theses_doctorat/2006/GRUNBERG_Marc_2006.pdf.
Der volle Inhalt der QuelleSince the last 30 years, many works have been conducted in seismic tomography to reveal the structure of Earth interior. Because of the computer achitectures evolution, both in power of the processors and in memory size, it is possible to obtain increasingly precise images. However it is known for a long time that resolution of the tomographic models is limited by a certain number of factors, in particular by the heterogeneous distributions of the seisms and the seismological stations. This is due primary to the various sismotectonics contexts which make certain areas more seismic than others, and secondly to the placement of the sensors rather located on the continents than in the oceans. This implies an heterogeneous distribution of the seismic rays inside the Earth, leading to an extremely variable sampling of the Earth. The direct consequence is that the slightly sampled areas have a resolution weaker than the well sampled areas. The idea developed these last years is to build a irregular model which can, as well as possible, benefit from the available data, while adapting locally to the density of seismic information, and result in a fine resolution where the data allow it. The objective of the work presented in this thesis is to build an irregular mesh in order to carry out a global tomographic model. This mesh consists of hexahedral cells whose size is adapted locally to the quantity and the quality of the information brought by the seismic rays. The construction of such a mesh requires a huge amount of data which comes from the seismicity of the world from the years 1964 to 1995. This represents approximately 82000 seisms and 12 millions of rays. Carrying out such huge data within the framework of an adaptive modeling of the Earth led us to propose new algorithms, and their parallelization, to face the requirements in CPU and memory resources. In order to evaluate their performances, we have tested the seismic ray tracing application and the irregular mesh construction on various parallel platforms (parallel machine, cluster and computational grid)
Llados, i. Canet Josep. „Analyse de documents graphiques réalisés à main levée par combinaison de techniques de correspondance de graphes et de transformée de Hough : application au domaine de l'architecture“. Paris 8, 1997. http://www.theses.fr/1997PA081385.
Der volle Inhalt der QuelleThis thesis deals with the high-level automatic interpretation of paper documents. We have studied two of the major problems of graphics recognition: hatched pattern discrimination and symbol recognition. An application illustrates the proposed methods: a system to understand hand drawn architectural floor plans as an alternative cad input technique. The documents have been represented in basis of an attributed graph structure. Hatched patterns are detected in terms of their defining attributes: orientation, length and frequency of the filling segments. A hough-based transform is defined to map the edges of a graph to a parameter space where clusters define the attribute values of the hatched areas. The main advantage of this method is its flexibility since the attribute values of hatched patterns are computed from the document itself and they are not previously set. A second stage is the development of a symbol recognition algorithm using graph match, ing techniques. Since symbols to be recognized and the input document are represented by attributed graphs, symbol recognition is performed by looking for a subgraph isomorphism be, tween model and input graphs. To increase the robustness of the method against distortions the graph matching is computed by an error-tolerant subgraph isomorphism between region adja, cency graphs instead of plain graphs. This involves the definition of a region similarity criterion in terms of the string edit distance between region boundary strings. Finally, a last contribution is the design of a simple and fast method to detect perfect and distorted rotational and reflectional symmetries of 2d objects. The boundary of a shape is polygonally approximated and represented as a string. The set of minimum cost edit sequences that transform the shape string to a cyclically shifted version of itself define the rotational symmetry and its order. A modification of the algorithm is proposed to detect reflectional symmetries
Andreani, Anna. „Conception d’un dispositif de mesure de BSDF pour l’éco-conception de bâtiments“. Thesis, Lyon, 2020. http://www.theses.fr/2020LYSET003.
Der volle Inhalt der QuelleIn a context of increasing scarcity of primary energy, it is necessary to work to reduce energy consumption related to lighting in buildings while ensuring that occupants enjoy good visual comfort. Physical-realistic simulation using light simulation software is a tool for evaluating various variants of a building. It can be used in multi-criteria optimization approaches with a view to deploying decision-support systems designed to identify the best possible trade-offs between energy consumption and user comfort. Insofar as the optical properties of building materials (opaque, transparent, coloured, isotropic, anisotropic and with textures or micro-reliefs) are an input to light simulation software, their characterization is an essential prerequisite for the implementation of this eco-design approach for buildings. The optical properties of materials are described by the mathematical formalism of the BSDF (Bidirectional Scattering Distribution Function) and can be integrated into most light simulation software in the form of analytical models or tabulated measurements. Widely used analytical models can be used to characterize optically simple materials but are difficult to extend to more complex materials. Moreover, no device currently exists that can finely characterise the full range of materials in a building in an operational time frame using tabulated measurements. Therefore, the aim of this thesis work is to design a device for the fast and accurate measurement of the optical characteristics of materials for the physico-realistic simulation of buildings. A first measuring device has been designed and has shown the feasibility of operating an instrument equipped with multi-sensors as a detector. It identified the pitfalls to be avoided as well as the obstacles to be circumvented for the design of a second, more operational measuring device with increased capabilities. Based on an instrument equipped with multi-sensors and a computer-controlled positioning system, it allows the measurement of the optical properties of the building's constituent materials in an operational context. The raw data acquisition and processing phases are supervised by computer. The duration of the measurements ranges from 5 minutes 40 seconds to 3 hours 2 minutes and 30 seconds. Their average repeatability is 97.88%
Cassier, Claude Yves. „Application de la réalité virtuelle et augmentée pour la conception et la maintenance de systèmes complexes“. Orléans, 2002. http://www.theses.fr/2002ORLEA001.
Der volle Inhalt der QuelleReche, Martinez Alex. „Image-based capture and rendering with applications to urban planning“. Nice, 2005. http://www.theses.fr/2005NICE4020.
Der volle Inhalt der QuelleThis thesis addresses the capture real objects to be integrated in a virtual environment and their efficient display. The thesis has two parts : in the first part, we present two new methods for the capture and rendering real objects using image-based techniques, and the second part, we present an complete virtual reality system that allows the use of different realistic techniques for the design of urban projects, as well as a first evaluation of this system. The first method proposed allows the capture of a real scene with relatively simple geometry, for example building facades. The capture is done using an small number of photographs. With this method the captured objects have a compact representation : the work of the computer graphics artist is simplified to allow higher quality render. The second method proposed is for the capture of complex objects, in our case trees, using as input a series of photographs taken around the object. A first estimation of opacities is done with a method inspired by tomography that gives us a volumetric representation of the tree. The high frequency detail of the leaves is added by an algorithm of texture generation using the original images. The result is a very realistic rendering of real captured trees that can be added in a virtual environment. The virtual reality system presented in the second part of the thesis integrates image-based rendering methods, and other algorithms for the realistic rendering (shadows, 3D sound, etc. ). Our work on this real world project allowed us to evaluate the choices on realism and the interface of the system. We present here the first conclusions of our observation
Allaoui, Ali. „Introduction de processus de conception pour la modélisation interactive de modèles physiques particulaires 3D complexes dans l'environnement Mimesis“. Phd thesis, Grenoble, 2010. http://www.theses.fr/2010GRENS026.
Der volle Inhalt der QuelleThe physically-based model of mass-interactions for visual motion synthesis or interactive animated virtual scenes, and in particular the CORDIS-ANIMA formalism, is appreciated today for the quality and the great diversity of phenomena it can produce. However, this richness cannot be exploited in all its complexity without a conception tool that puts it in the center of the creation process, and therefore opens widely its potentialities while maintaining its principles. For this, the modelisation environment - constituted by all possible means for the user to create, parametrize and simulate a CORDIS-ANIMA network - is decisive for the development of user's creative possibilities. Given the previous modelisation tools, our work consists in extending them with advanced functionalities allowing to cross a qualitative threshold towards the creation of complex models. We based our work on the organization of the modeling process in five phases : qualitative prestructuration, quantitative prestructuration, initial state, coating for the visual rendering, and simulation. For each of the first four phases, we examined three types of critical functionalities in physically-based modeling : 1. Proposing two complementary styles of representation for the conception and the manipulation of the models, a language-based representation and a graphical one, in order to benefit from each's advantages and of these coming from their combination. This point is essential for the manipulation of very complex CORDIS-ANIMA networks. 2. Proposing functionalities for advanced specifications of the initial state, a critical phase in physical modeling. We propose in particular functionalities for the transformation inside the mass-interaction system of spatial properties stemming from geometry oriented modelers. This point raises a more general question about the compatibility between geometrical properties and physical properties. 3. Extending the modelisation possibilities by integrating the online modification of physical parameters, another critical point in physically-based modeling, as it allows to introduce online non linear modifications. These new functionalities are the basis of the new tool MIMESIS V, and draw the path towards a complete interactive tool for physically-based modeling using mass-interactions networks
Zenati, Henda Nadia. „Contribution à la conception et à la réalisation d'un système de réalité augmentée pour la maintenance“. Phd thesis, Université de Franche-Comté, 2008. http://tel.archives-ouvertes.fr/tel-00292097.
Der volle Inhalt der QuelleZenati-Henda, Nadia. „Contribution à la conception et à la réalisation d'un système de réalité augmentée pour la maintenance“. Besançon, 2007. http://www.theses.fr/2008BESA2027.
Der volle Inhalt der QuelleOur work presented in this thesis is part of Human Computer Interaction (HCI) and consists of designing and implementing an augmented reality system (AR) in maintenance context. Ln this research of Human computer Interaction (HCI), advances are important and are present in many domains such as medicine, maintenance, robotics. . . Ln this context, we have proposed an ergonomic concept of Augmented Reality systems. Therefore, we have presented an ergonomic properties. Ln order to gain an understanding of the duality of interaction, (users interacting with part of the real world and simultaneously with part of the virtual world), we have defined an UML notation. Continuing the life cycle of interactive system from software engineering, we have discussed the software design step of the Augmented Reality system. We have defined the generic solution of software realization according to the hybrid PAC-Amodeus software architecture model for AR systems. This adapted model underscores the duality of interaction with two independent branches dedicated to the interaction with the real world and the virtual world. Ln collaboration with the technician, we have applied and tested our methodological results on a maintenance application, ARIMA. It provides the technician with on-screen guidance information in form of multimedia augmentation while performing a maintenance application
Camachon, Cyril. „Vers une conception écologique de l'apprentissage perceptivo-moteur : L'exemple des déplacements locomoteurs finalisés en réalité virtuelle“. Aix-Marseille 2, 2004. http://www.theses.fr/2004AIX22091.
Der volle Inhalt der QuelleStergiopoulos, Panagiotis. „Conception et développement d'une interface à retour d'effort sur les doigts : Application aux interactions manuelles en réalité virtuelle“. Paris, ENMP, 2003. http://www.theses.fr/2003ENMP1175.
Der volle Inhalt der QuelleMartin, Pierre. „Modèle pour la conception immersive et intuitive : application à l’industrie automobile“. Thesis, Paris 11, 2014. http://www.theses.fr/2014PA112144/document.
Der volle Inhalt der QuelleThis thesis addresses the use of Virtual Reality (VR) technologies in the activities of Computer-Aided Design (CAD). More precisely, this research focuses on an approach for direct and interactive modifications of CAD objects, an approach which might be adapted to the conception process in industry. Usually, CAD software requires some skills (experience and knowledge), on the software’s functionalities and representations, as well as on CAD objects (principally on their design history, on the way they were built). Moreover, VR technologies bring new interactive paradigms of 3D interaction, such as immersion and multi-sensorimotor perception stereoscopy, 3D audio, haptics, and so on), and one needs intelligent middleware to manage CAD objects in these immersive Virtual Environments (VE). Some previous work proposed a mechanism allowing implicit edition of CAD objects, from the manipulation of their 3D visual representations. Based on a technique of Boundary Representations (B-Rep) elements labelling, and coupled with an inference engine, this mechanism describes a backward chaining of B-Rep elements towards the operators of a dedicated model of Constructive History Graphs (CHG). However, this approach had a major limitation: since it was based on a specific model of CHG, its integration within commercial CAD softwares used in industry (and especially in automotive industry) was far from obvious. Our first contribution is then to propose a data model and an architecture to generalize this backward chaining mechanism to any of CAD system based on B-Rep and CHG representations. In order to do that, we have designed several encapsulations structures, to manage CHG operators and their parameters, and the B-Rep components. Secondly, the previous labelling, now attached to these structures, has been extended to enable a multi backward chaining. Actually, some B-Rep elements may be the result of several CHG operators, and thus, several decisions may be inferred from their manipulation. These improvements make possible to have direct and interactive modifications of existing CAD objects by parsing their CHG to fill our structures with useful data. Moreover, the multi backward chaining mechanism reinforces the ability of the inference engine to free users, especially non-expert ones, from too complex understandings on CAD models. As a proof of concept of our model, we present an detailed example of our approach on the geometric kernel of CATIA and we show how one can consider new concepts of interaction during immersive project reviews: to allow participants to directly modify CAD objects without any interaction on desktop workstation
Delomier, Florent. „Jeux pédagogiques collaboratifs situés : conception et mise en oeuvre dirigées par les modèles“. Phd thesis, Ecole Centrale de Lyon, 2013. http://tel.archives-ouvertes.fr/tel-00995808.
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