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Auswahl der wissenschaftlichen Literatur zum Thema „Génération narrative“
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Zeitschriftenartikel zum Thema "Génération narrative"
Schaal, Michèle A. „A Neopicaresque Journey into Queer and Sex-Positivity: Wendy Delorme's Quatrième génération“. Nottingham French Studies 60, Nr. 1 (März 2021): 80–97. http://dx.doi.org/10.3366/nfs.2021.0306.
Der volle Inhalt der QuelleBoursier, Axel. „Peut-on parler d’une littérature post-soviétique ?“ Voix Plurielles 12, Nr. 2 (12.12.2015): 194–211. http://dx.doi.org/10.26522/vp.v12i2.1281.
Der volle Inhalt der QuelleCertin, Aude-Marie. „Pères de la cité, pères de l’Empire. Les représentations du pouvoir politique dans les villes allemandes au regard des livres de famille (xive-xvie siècles)“. Cinquante ans de désindustrialisation, Nr. 1 (01.01.2019): 213–25. http://dx.doi.org/10.57086/rrs.99.
Der volle Inhalt der QuelleBoblet, Marie-Hélène. „Enargeia, Akribeia : écrire Les disparus dans le sillage d’Hérodote et de Thucydide“. Tangence, Nr. 116 (31.08.2018): 93–106. http://dx.doi.org/10.7202/1051081ar.
Der volle Inhalt der QuelleJossa, Emanuela. „Rodolfo Walsh y la cuestión palestina“. Cahiers d'études romanes 48 (2024): 85–103. http://dx.doi.org/10.4000/12kxp.
Der volle Inhalt der QuelleTakševa, Tatjana. „What It Takes to Feel Canadian: Multiculturalism and the Logic of Home“. Canadian Ethnic Studies 56, Nr. 1 (2024): 55–81. http://dx.doi.org/10.1353/ces.2024.a921080.
Der volle Inhalt der QuelleZOH, Jean Soumahoro. „Éléments postmodernes dans l’œuvre romanesque de Calixthe Beyala“. ALTRALANG Journal 5, Nr. 3 (31.12.2023): 87–97. http://dx.doi.org/10.52919/altralang.v5i3.347.
Der volle Inhalt der QuelleFrías, Noemí. „Proceso de Construcción ontoepistemológica desde la subjetividad e intersubjetividad en los Doctorados del IPC. Una mirada interpretative.“ GACETA DE PEDAGOGÍA, Nr. 37 (01.12.2018): 131–60. http://dx.doi.org/10.56219/rgp.vi37.729.
Der volle Inhalt der QuelleMroz, Aurore, und Julia Gorham. „From Caterpillar to Butterfly: Story of an Ordinarily Extraordinary Generation Z L2 Student Abroad“. Frontiers: The Interdisciplinary Journal of Study Abroad 36, Nr. 1 (16.04.2024): 312–49. http://dx.doi.org/10.36366/frontiers.v36i1.855.
Der volle Inhalt der QuelleGerrer, Jean-Luc. „Le thème du temps dans la littérature consacrée aux anciennes Provinces de l’Est“. Chroniques allemandes 13, Nr. 1 (2009): 361–73. http://dx.doi.org/10.3406/chral.2009.941.
Der volle Inhalt der QuelleDissertationen zum Thema "Génération narrative"
Saillenfest, Antoine. „Modélisation cognitive de la pertinence narrative en vue de l'évaluation et de la génération de récits“. Electronic Thesis or Diss., Paris, ENST, 2015. http://www.theses.fr/2015ENST0073.
Der volle Inhalt der QuelleHumans devote a considerable amount of time to producing narratives. Whatever a story is used for (whether to entertain or to teach), it must be relevant. Relevant stories must be believable and interesting. The field of computational generation of narratives has explored many ways of generating narratives, especially well-formed and understandable ones. The question of what makes a story interesting has however been largely ignored or barely addressed. Only some specific aspects of narrative interest have been considered. No general theoretical framework that would serve as guidance for the generation of interesting and believable narratives has been provided. The aim of this thesis is to introduce a cognitive model of situational interest and use it to offer formal criteria to decide to what extent a story is relevant. Such criteria could guide the development of a cognitively plausible model of story generation
Baez, miranda Belen. „Génération de récits à partir de données ambiantes“. Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAM049/document.
Der volle Inhalt der QuelleStories are a communication tool that allow people to make sense of the world around them. It represents a platform to understand and share their culture, knowledge and identity. Stories carry a series of real or imaginary events, causing a feeling, a reaction or even trigger an action. For this reason, it has become a subject of interest for different fields beyond Literature (Education, Marketing, Psychology, etc.) that seek to achieve a particular goal through it (Persuade, Reflect, Learn, etc.).However, stories remain underdeveloped in Computer Science. There are works that focus on its analysis and automatic production. However, those algorithms and implementations remain constrained to imitate the creative process behind literary texts from textual sources. Thus, there are no approaches that produce automatically stories whose 1) the source consists of raw material that passed in real life and 2) and the content projects a perspective that seeks to convey a particular message. Working with raw data becomes relevant today as it increase exponentially each day through the use of connected devices.Given the context of Big Data, we present an approach to automatically generate stories from ambient data. The objective of this work is to bring out the lived experience of a person from the data produced during a human activity. Any areas that use such raw data could benefit from this work, for example, Education or Health. It is an interdisciplinary effort that includes Automatic Language Processing, Narratology, Cognitive Science and Human-Computer Interaction.This approach is based on corpora and models and includes the formalization of what we call the activity récit as well as an adapted generation approach. It consists of 4 stages: the formalization of the activity récit, corpus constitution, construction of models of activity and the récit, and the generation of text. Each one has been designed to overcome constraints related to the scientific questions asked in view of the nature of the objective: manipulation of uncertain and incomplete data, valid abstraction according to the activity, construction of models from which it is possible the Transposition of the reality collected though the data to a subjective perspective and rendered in natural language. We used the activity narrative as a case study, as practitioners use connected devices, so they need to share their experience. The results obtained are encouraging and give leads that open up many prospects for research
Saillenfest, Antoine. „Modélisation cognitive de la pertinence narrative en vue de l'évaluation et de la génération de récits“. Thesis, Paris, ENST, 2015. http://www.theses.fr/2015ENST0073/document.
Der volle Inhalt der QuelleHumans devote a considerable amount of time to producing narratives. Whatever a story is used for (whether to entertain or to teach), it must be relevant. Relevant stories must be believable and interesting. The field of computational generation of narratives has explored many ways of generating narratives, especially well-formed and understandable ones. The question of what makes a story interesting has however been largely ignored or barely addressed. Only some specific aspects of narrative interest have been considered. No general theoretical framework that would serve as guidance for the generation of interesting and believable narratives has been provided. The aim of this thesis is to introduce a cognitive model of situational interest and use it to offer formal criteria to decide to what extent a story is relevant. Such criteria could guide the development of a cognitively plausible model of story generation
Lacaze-Labadie, Rémi. „Planification et modèle graphique pour la génération dynamique de scénarios en environnements virtuels“. Thesis, Compiègne, 2019. http://www.theses.fr/2019COMP2481/document.
Der volle Inhalt der QuelleOur work is related to the training of crisis management in virtual environments. The specification of possible unfoldings of events in a simulation is essential for human learning in a virtual environment. This allows both to propose and orchestrate personalized learning situations and also to bring the learner toward relevant and educative scenarios. The work presented in this thesis focuses on the dynamic generation of scenarios and their execution in a virtual environment. For that, we aim at a set of objectives that are often contradictory : the freedom of action of the user, the generation of various scenarios that respect the authorial intent, the narrative control and the capacity of the system to adapt to deviations fromthe learner. The different approaches of interactive storytelling tackle more or less some of these objectives, but it is difficult to satisfy them all, and this is the challenge of our work. In addition to these objectives, we also aim at facilitating the modeling of the narrative content, which is still a real issue today when it comes to model complex environments such as the ones related to crisis management. We propose an emergent approachwhere the scenario experienced by the learner will emerge fromthe interactions between the learner, the virtual characters and our narrative system MENTA. MENTA is in charge of the narrative control by proposing a set of adjustments (over the simulation) that satisfies narrative objectives chosen by the trainer (e. g., a list of specific skills). These adjustments take the form of a prescribed scenario that is generated by MENTA via a planning engine that we have coupled with fuzzy cognitive maps through a macro-operator FRAG. A FRAG is used to model FRAGment of scenario in the form of scripted sequences of actions/events. The originality of our approach relies on a strong coupling between planning and graphical models which preserves the exploration capability and the generative power of a planning engine (which contributes to the generation of various and adaptable scenarios), while facilitating the modeling of narrative content as well as the authorial intent thanks to fragments of scenario that are scripted by the author and used during the planning process. We have worked on a concrete application example of scenarios dealing with the management of a massive influx of victims. Then, we have implemented MENTA and generated scenarios related to this example. Finally, we have tested and analyzed the performance of our system
Marchal-Bornert, Florian. „Vers des explications narratives pour des recommandations au sein d’un territoire augmenté“. Electronic Thesis or Diss., Université de Lorraine, 2024. http://www.theses.fr/2024LORR0098.
Der volle Inhalt der QuelleThe places where we live are being digitally enriched to the point where we are travelling through augmented territories, and this transformation is bringing us large-scale computing systems - including recommendation systems - which in turn will shape our behaviors. In this kind of setting, contextualized recommendation requires an environment where users feel confident enough to interact and share as much as possible with the system. Agoraa is a start-up that aims to bring users closer to their territories. The platform they have developed does not require users to be exploited in order to gain access to information about their territory, and enables territorial actors to interact with each other. In this CIFRE thesis, conducted within the start-up, I'm exploring some of the possibilities offered by narration to assist recommendations within this augmented territory setting. This has led to the design of the "Personnages Puzzles Personnalisés pour Explications Narrées" (3PEN) framework, which aims to generate narrative explanations in a modular way from user-inspired characters, and to experiments around the "Puzzling models" approach, which builds fictional users with real pieces of history from the system's users
Chauvin, Simon. „Un modèle narratif pour les jeux vidéo émergents“. Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261/document.
Der volle Inhalt der QuelleThis thesis aims to create and evaluate a narrative model for emergent videogames that make extensive use of procedurally generated content. As such, an application of this model is presented within the videogame Minecraft. The usual approach to narratives in videogames can hardly be applied to experiences of play that involve more freedom from the player's perspective, such as what offer emergents videogames. Thus, we aim to provide players with the means to explicitly alter the story in real time, thanks to a context sensitive and modular narrative form. First, we explore the relationship betweenstorytelling and interactivity by studying the various roles held by narratives in videogames. Then, we identify the properties that define emergent videogames to better expose the narrative challenges they represent. Next, we detail our proposal of a narrative model suitable for emergent games as well as the architecture allowing players to transform the story in real time. Finally, we present an experiment in which we evaluate the validity of our narrative model in the context of emergent videogames
Chauvin, Simon. „Un modèle narratif pour les jeux vidéo émergents“. Electronic Thesis or Diss., Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261.
Der volle Inhalt der QuelleThis thesis aims to create and evaluate a narrative model for emergent videogames that make extensive use of procedurally generated content. As such, an application of this model is presented within the videogame Minecraft. The usual approach to narratives in videogames can hardly be applied to experiences of play that involve more freedom from the player's perspective, such as what offer emergents videogames. Thus, we aim to provide players with the means to explicitly alter the story in real time, thanks to a context sensitive and modular narrative form. First, we explore the relationship betweenstorytelling and interactivity by studying the various roles held by narratives in videogames. Then, we identify the properties that define emergent videogames to better expose the narrative challenges they represent. Next, we detail our proposal of a narrative model suitable for emergent games as well as the architecture allowing players to transform the story in real time. Finally, we present an experiment in which we evaluate the validity of our narrative model in the context of emergent videogames
Chambefort, Françoise. „Mimèsis du flux, exploration des potentialités narratives des flux de données“. Thesis, Bourgogne Franche-Comté, 2020. http://www.theses.fr/2020UBFCC004.
Der volle Inhalt der QuelleSometimes called stream art or data art, digital art seizes data streams as its raw materials. Choosing a path of creative research, this thesis explores the story-telling potentialities of data streams. Structured around technical, social, semiotic and aesthetic approaches, its thinking draws on various fields of study : information and communication sciences, but also computer sciences, cognitive sciences, philosophy, sociology and narratology. The work Lucette, Gare de Clichy was especially designed to answer the researched question. The conformation of the work allowed for two different versions of it : a screen version and a performance. It is studied in all its stages, from its creation process to the public's response to it. Jonathan Fletcher Moore's installation, Artificial Killing Machine, is also analyzed. First, our object of research - stories made from a real-time data stream - is defined and the concept of data mills is crafted to refer to this type of work. Then four hypothesis are formulated and individually verified. If data mills are to be able to form a narrative representation, they must free themselves from the logic of action. Thus can fiction become powered by reality. The metaphor that links the data originated in reality and the crafted fiction generates in the viewer a shifting of focus between what is compared and what compares. This switching-metaphor has the power to reinforce the meaning it carries. Data mills are therefore able to convey the contingency of life as experienced by a vulnerable individual, tossed back and forth between objective and subjective time
Ben, Sdira Khaled. „L'art de la modération chez Marmontel : le conflit et ses modes de conjuration dans les "Mémoires" et les "Contes moraux"“. Clermont-Ferrand 2, 2006. http://www.theses.fr/2006CLF20007.
Der volle Inhalt der QuelleVaudry, Pierre-Luc. „Narrative generation by associative network extraction from real-life temporal data“. Thèse, 2016. http://hdl.handle.net/1866/18473.
Der volle Inhalt der QuelleData about events abounds in our technological society. An attractive way of presenting real-life temporal data to facilitate its interpretation is an automatically generated narrative. Narrative comprehension involves the construction of a causal network by the reader. Narrative data-to-text systems seem to acknowledge causal relations as important. However, they play a secondary role in their document planners and their identification relies mostly on domain knowledge. This thesis proposes an assisted temporal data interpretation model by narrative generation in which narratives are structured with the help of a mix of automatically mined and manually defined association rules. The associations suggest causal hypotheses to the reader who can thus construct more easily a causal representation of the events. This model should be applicable to any repetitive temporal data, preferably including actions or activities, such as Activity of Daily Living (ADL) data. Sequential association rules are selected based on the criteria of confidence and statistical significance as measured in training data. World and domain knowledge association rules are based on the similarity of some aspect of a pair of events or on causal patterns difficult to detect statistically. To interpret a specific period to summarize, pairs of events for which an association rule applies are associated. Some extra associations are then derived. Together the events and associations form an associative network. The most important step of the Natural Language Generation (NLG) pipeline is document planning, comprising event selection and document structuring. For event selection, the model relies on the confidence of sequential associations to select the most unusual facts. The assumption is that an event that is implied by another one with a relatively high probability may be left implicit in the text. The structure of the narrative is called the connecting associative thread because it allows the reader to follow associations from the beginning to the end of the text. It takes the form of a spanning tree over the previously selected associative sub-network. The associations it contains are selected based on association type preferences and relative temporal distance. The connecting associative thread is then segmented into paragraphs, sentences, and phrases and the associations are translated to rhetorical relations. The microplanning step defines lexico-syntactic templates describing each event type. When two event descriptions need to be assembled in the same sentence, a discourse marker expressing the specified rhetorical relation is employed. A main event and a preceding main event are determined for each sentence. When the associative thread parent of the main event is not the preceding main event, an anaphor is added to the sentence front discourse marker. Surface realization can be performed in English or French thanks to bilingual lexico-syntactic specifications and the SimpleNLG-EnFr Java library. The results of a textual quality evaluation show that the texts are understandable and the lexical choices adequate.
Bücher zum Thema "Génération narrative"
Glazman, Wolf. DE GÉNÉRATION EN GÉNÉRATION - Les enfants de la Shoah. Paris: Editions L'Harmattan, 2009.
Den vollen Inhalt der Quelle findenBarrière, Charles. Témoin d'une génération trompée: 1934-1945. Paris: Albatros, 1991.
Den vollen Inhalt der Quelle findenTavoukdjian, Harrys. Mémoire: 1ère génération des rescapés du génocide. Alfortville: SIGEST, 2012.
Den vollen Inhalt der Quelle finden14-18, le cri d'une génération. Privat, 2001.
Den vollen Inhalt der Quelle findenBanfield, Ann. Unspeakable Sentences: Narration and Representation in the Language of Fiction. Taylor & Francis Group, 2016.
Den vollen Inhalt der Quelle findenUnspeakable Sentences: Narration and Representation in the Language of Fiction. Taylor & Francis Group, 2014.
Den vollen Inhalt der Quelle findenUnspeakable Sentences: Narration and Representation in the Language of Fiction. Taylor & Francis Group, 2014.
Den vollen Inhalt der Quelle findenUnspeakable Sentences: Narration and Representation in the Language of Fiction. Taylor & Francis Group, 2014.
Den vollen Inhalt der Quelle findenUnspeakable Sentences: Narration and Representation in the Language of Fiction. Routledge, 2014.
Den vollen Inhalt der Quelle findenNouvelle génération, nouvelles écritures?: Les mondes narratifs de la jeune Autriche. Paris: L'Harmattan, 2007.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Génération narrative"
Brossard, Nicole. „1 Au fil de la narration et des générations“. In Regenerations / Régénérations, 1–20. University of Alberta Press, 2014. http://dx.doi.org/10.1515/9781772120288-002.
Der volle Inhalt der QuelleIsnart, Cyril. „Introduction“. In Péri-fééries : les êtres fantastiques et la triple expérience des limites. Paris: Éditions du Comité des travaux historiques et scientifiques, 2024. http://dx.doi.org/10.4000/12cdw.
Der volle Inhalt der QuelleTreacy, Corbin. „Writing in the Aftermath of Two Wars: Algerian Modernism and the Génération ’88“. In Algeria. Liverpool University Press, 2017. http://dx.doi.org/10.5949/liverpool/9781786940216.003.0007.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Génération narrative"
Cervelli, Pierluigi. „Les transitions du croire : de la parabole vers un nouveau modèle sémiotique“. In Actes du congrès de l’Association Française de Sémiotique. Limoges: Université de Limoges, 2024. http://dx.doi.org/10.25965/as.8463.
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