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Zeitschriftenartikel zum Thema "Informatique empathique"

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Heydarova, Aylal. „INFORMATIVE CODE OF AZERBAIJANI CARPET AND ITS ORNAMENT-SYMBOL“. Scientific Journal of Polonia University 56, Nr. 1 (01.06.2023): 53–57. http://dx.doi.org/10.23856/5608.

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Carpet weaving is one of the most ancient types of arts and crafts. The carpet is a key symbolic object of the human creation. It is all about its history of kind, laws of life and the Universe. It has an encrypted language and is very complex. Most of the iconographic symbols are a reflection of the reality of the ancient cults and worldviews. The symbolic ornaments in the carpets represent genetic memory, unfading creativity, and is a national treasure. An Azerbaijani carpet is, even for a dedicated person, a kissable book about the structure of the universe and carries deep knowledge in an encoded form. As you know, artistic creativity is symbolic in nature and abounds with images, metaphors and a whole range of artistic and expressive means that cause the viewer to intuitively perceive, unravel the author's intention, empathize, that is, a huge spiritual work to achieve.
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Baider, Fabienne. „La parole inversée ? Marine Le Pen et son identité-ressource langagière“. Nouvelles perspectives en sciences sociales 11, Nr. 1 (01.04.2016): 217–52. http://dx.doi.org/10.7202/1035937ar.

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Cette étude fait le point sur des recherches informatisées d’analyse de discours politique, et en particulier du discours populiste. La perspective adoptée est celle de l’étude de la construction de l’identité empathique de Marine Le Pen, conformément à des stéréotypes féminins, et ayant pour objectif des positionnements politiques précis et conformes aux fondamentaux du Front national. Des outils informatiques permettent de détecter des tendances discursives par le repérage de mots-clefs tels quesolidarité, souffrances, tendances qui peuvent ensuite être affinées par des études qualitatives. D’une part, ce travail confirme la performativité politique des émotions lorsqu’elles sont conformes à des stéréotypes sexués. D’autre part, il atteste la présence de particularités rhétoriques d’un parti anti-système (avec des notions-clefs restant présentes au fil des années) qui sont adaptées aux nouvelles donnes politiques (le point de vue et la focalisation sont retravaillés). Ainsi le style d’intervention de Marine le Pen ferait-il basculer rhétoriquement un discours focalisé sur le ressentiment, le mépris et la nostalgie (celui de Jean-Marie Le Pen) en un discours que nous analysons comme jouant sur des émotions positives, notamment, ici, l’empathie plus conforme à un ethos féminin.
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Salice, Alessandro, und Joona Taipale. „Group-Directed Empathy: A Phenomenological Account“. Journal of Phenomenological Psychology 46, Nr. 2 (20.11.2015): 163–84. http://dx.doi.org/10.1163/15691624-12341300.

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This paper is an attempt to build a bridge between the fields of social cognition and social ontology. Drawing on both classical and more recent phenomenological studies, the article develops an account ofgroup-directed empathy. The first part of the article spells out the phenomenological notion of empathy and suggests certain conceptual distinctions vis-à-vis two different kinds of group. The second part of the paper applies these conceptual considerations to cases in which empathy is directed at groups and elucidates the sense in which individuals can empathically target not only other individual’s emotions, but also shared emotions as such. Clarifying the structure of group-directed empathy, it will also be argued that the latter is, by default, more informative than individual-directed empathy. The third and last section of the paper is devoted to one central consequence of the proposed account: if it is possible to empathize with groups as such, and if empathy necessary builds on body-perception, then both ideas seem to be conducive to the claim that groups as such have a body.
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Anindhitya, Hanung, Anung Rachman und Rendya Adi Kurniawan. „2D ANIMATION CREATION WITH BUJANG GANONG ART THEME“. Arty: Jurnal Seni Rupa 11, Nr. 1 (05.04.2022): 39–53. http://dx.doi.org/10.15294/arty.v11i1.57351.

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In this day and age, many traditional arts are marginalized. Marginalization according to the Big Indonesian Dictionary can be interpreted as "marginalizing". Many young people are more familiar with foreign cultures than their own culture, one of which is Korean dance. Whereas in East Java itself there are dances that are no less unique, namely the Bujang Ganong Dance contained in the Reog Ponorogo art. In the midst of the rapid advancement of information technology and the creative industry today, animation is one of the most effective informative media in presenting stories and introducing regional arts because it is more attractive to the target market. In the process of making this animation using qualitative methods using primary data in the form of interviews and secondary data using sources from the internet. While in the design of this 2D animation using the design thinking method. Design thinking which has been popularized by David Kelley and Tim Brown has 5 stages in the process, namely empathize, ideate, define, prototype and the last is test. Using design thinking allows writers to collect various information about existing problems so that they are able to develop ideas and create more innovative alternatives.
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Mustajib, Ahmad, und Ika Kurniawati. „Implementasi Metode Design Thinking Dalam Rancang Bangun UI/UX Pada Website Rumah Sakit Pusdikkes Puskesad Menggunakan Figma“. JoMMiT : Jurnal Multi Media dan IT 7, Nr. 1 (26.08.2023): 048–57. http://dx.doi.org/10.46961/jommit.v7i1.805.

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Rumah Sakit Pusdikkes Puskesad merupakan salah satu institusi pelayanan kesehatan yang menyelenggarakan pelayanan kesehatan perorangan secara paripurna yang menyediakan pelayanan rawat inap, rawat jalan, dan gawat darurat. Saat ini permasalahan yang dihadapi oleh masyarakat umum, pasien dan pengunjung yaitu terbatasnya informasi yang tersedia pada rumah sakit seperti informasi jadwal praktek dokter spesialis, jumlah ketersediaan tempat tidur, tentang profil rumah sakit, pengaduan pelayanan rumah sakit, pembiayaan perawatan rawat inap, serta alamat rumah sakit pusdikkes puskesad, yang menyebabkan beberapa pasien atau pengunjung yang telah datang untuk berobat ke Rumah Sakit Pusdikkes Puskesad sangat kecewa tidak bisa berobat atau berkonsultasi dengan dokter, karena tidak mengetahui informasi. Design Thinking merupakan metode pemecahan masalah secara kreatif yang melibatkan pengguna ke dalam proses berpikir dan menjadikan perspektif pengguna sebagai pertimbangan utama dari proses pemecahan masalah. Adapun tahapannya yaitu Empathize, Define, Ideate, Prototype, dan Test. Tujuan penelitian ini untuk menghasilkan sebuah rancang bangun desain UI/UX website Rumah Sakit Pusdikkes Puskesad yang akurat, menarik dan informative menggunakan figma. Berdasarkan hasil pengujian usability menggunakan SUS (System usability scale) didapatkan rata-rata hasil pengujian prototype website Rumah Sakit Pusdikkes Puskesad bernilai 80,625 Bagus sekali (Excellent) dan dapat diterima (Acceptable) oleh User. Hasil penelitian ini diharapkan menjadi rekomendasi bagi Rumah Sakit Pusdikkes Puskesad untuk mengimplementasikan prototype agar dapat memberikan informasi yang efektif, efisien, akurat dan berguna untuk pasien, pengunjung dan masyarakat umum lainnya.
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Elordui, Agurtzane. „Vernacularisation of media: stylistic change in Basque youth media“. Multilingua 37, Nr. 6 (25.10.2018): 561–86. http://dx.doi.org/10.1515/multi-2017-0051.

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AbstractVernaculars are increasingly used in media. They are considered to be stylistic resources to attract audiences and to construct media identities. That increase seems to be particularly significant in the case of youth media, which is also the case of Gaztea, a youth webradio station within the Basque public EITB group that we analyse in this work. Gaztea was created in the 90’s and, at that time, its whole production was in Standard Basque. In fact, promoting the newly created Standard Basque was considered to be Gaztea’s principal public service remit. Nowadays, however, the hegemony of that standard in Gaztea has been challenged by a more heteroglossic model in which vernacular speech is strategically used to empathize with the young Basque audience and to construct media identities. At the same time, though, the dominance of Standard Basque persists in Gaztea’s general stylistic design and practice: Vernaculars are excluded from writing, as well as from informative genres and serious and leading voices. Those are some of the conclusions of the research we have carried out on the distribution of vernaculars and Standard Basque across modes, genres and voices in Gaztea, and also from the information we have drawn from interviews with the managers of the media in question. Results from both data sources are important to understand the current ideological views Gaztea shares with young Basque people, as well as how Gaztea positions itself as a stylizer in the language ideological world of Basque youth.
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Mishra, Kshitij, Priyanshu Priya und Asif Ekbal. „Help Me Heal: A Reinforced Polite and Empathetic Mental Health and Legal Counseling Dialogue System for Crime Victims“. Proceedings of the AAAI Conference on Artificial Intelligence 37, Nr. 12 (26.06.2023): 14408–16. http://dx.doi.org/10.1609/aaai.v37i12.26685.

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The potential for conversational agents offering mental health and legal counseling in an autonomous, interactive, and vitally accessible environment is getting highlighted due to the increased access to information through the internet and mobile devices. A counseling conversational agent should be able to offer higher engagement mimicking the real-time counseling sessions. The ability to empathize or comprehend and feel another person’s emotions and experiences is a crucial quality that promotes effective therapeutic bonding and rapport-building. Further, the use of polite encoded language in the counseling reflects the nobility and creates a familiar, warm, and comfortable atmosphere to resolve human issues. Therefore, focusing on these two aspects, we propose a Polite and Empathetic Mental Health and Legal Counseling Dialogue System (Po-Em-MHLCDS) for the victims of crimes. To build Po-Em-MHLCDS, we first create a Mental Health and Legal Counseling Dataset (MHLCD) by recruiting six employees who are asked to converse with each other, acting as a victim and the agent interchangeably following a fixed stated guidelines. Second, the MHLCD dataset is annotated with three informative labels, viz. counseling strategies, politeness, and empathy. Lastly, we train the Po-Em-MHLCDS in a reinforcement learning framework by designing an efficient and effective reward function to reinforce correct counseling strategy, politeness and empathy while maintaining contextual-coherence and non-repetitiveness in the generated responses. Our extensive automatic and human evaluation demonstrate the strength of the proposed system. Codes and Data can be accessed at https://www.iitp.ac.in/ ai-nlp-ml/resources.html#MHLCD or https://github.com/Mishrakshitij/Po-Em-MHLCDS
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Ryndina, Olga M., und Evgeniy V. Barsukov. „LOZUM HUM: VALERIY N. CHERNETSOV AS A PHENOMENON IN THE FIELD ETHNOGRAPHY OF THE 1930S“. Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, Nr. 40 (2020): 261–72. http://dx.doi.org/10.17223/22220836/40/24.

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The article explores the archives of an outstanding Russian specialist in Ugric Studies, Valeriy N. Chernetsov. It aims to reconstruct the researcher’s work and the context of his expeditions, and is a continuation of the previous publication by the authors dedicated to the researcher’s work in the 1920s*. Chernetsov’s research efforts intensified in the 1930s, with his focus at the time being mainly on the northern group of Mansi living on the river Severnaia Sos'va (Northern Sosva). His work reveals continuity in his humanistic orientation, the use of empathy and in-depth interviewing as central field research methods, and his special attention to the study of the Mansi language. His ability to empathize was such that in the 1930s he was no longer seen as an outsider by the Mansi – they called him ‘Lozum hum’, that is, ‘the Lozva Man’. He came to be one of them and was widely known, which allowed him to gain access to the innermost spheres of the Mansi culture and acquire knowledge thereof. As a field researcher, Chernetsov thus became a phenomenon famous for his ability to immerse himself in a culture and explore it from within. It is concluded that during his expedition from 1933 to 1934, Chernetsov was already able to write down long texts in Mansi – such was his knowledge of the language. Thanks to this, his research focus shifted to include the study of Mansi folklore and rituals, including ritual folklore. The main object of his study then was the Bear Feast – the dominant ritual element in the Mansi culture. Most informative in this regard was the expedition that lasted from 1936 to 1937, on the rivers Severnaia Sos'va and Ob'. The article analyzes the social and political context of the 1930s and Chernetsov’s attitude towards the ethno-social processes among the Mansi at the time. His view of these was ambivalent. On the one hand, he was enthusiastic about and actively engaged in developing written Mansi and teaching the language in schools, yet, on the other, he was worried about the transformation of the traditional culture of the Mansi initiated and sustained as a state policy, which concerned, first and foremost, the Mansi youth. A part of Chernetsov’s archives that remains unknown to the wider research community is made up by his drawings, sketches, and photographs – 36 files and 1,239 items, in total. The article explores these materials’ themes, with most informative of them being on fine arts, the Bear Feast, and Mansi clothing. It also provides a general description of the materials filmed by Chernetsov, which include a second version of his film, with episodes that had initially been left out, and some of the film footage from the original version. These materials show the Mansi everyday life and celebration of the Bear Feast by the Mansi on the river Gornaia Ob' and by the northern Mansi on the Kazym River.
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Marcoux, Audrey, Marie-Hélène Tessier, Frédéric Grondin, Laetitia Reduron und Philip L. Jackson. „Perspectives fondamentale, clinique et sociétale de l’utilisation des personnages virtuels en santé mentale“. Santé mentale au Québec 46, Nr. 1 (21.09.2021): 35–70. http://dx.doi.org/10.7202/1081509ar.

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Avec l’attrait engendré par les avancées en informatique et en intelligence artificielle, les personnages virtuels (c.-à-d. personnages représentés numériquement d’apparence humaine ou non) sont pressentis comme de futurs prestataires de soins en santé mentale. À ce jour, l’utilisation principale de tels personnages est toutefois marginale et se limite à une aide complémentaire à la pratique des cliniciens. Des préoccupations liées à la sécurité et l’efficacité, ainsi qu’un manque de connaissances et de compétences peuvent expliquer cette discordance entre ce que certains s’imaginent être l’utilisation future (voire futuriste) des personnages virtuels et leur utilisation actuelle. Un aperçu des récentes données probantes contribuerait à réduire cette divergence et à mieux saisir les enjeux associés à leur utilisation plus répandue en santé mentale. Objectif Cet article vise à informer tous les acteurs impliqués, dont les cliniciens, quant au potentiel des personnages virtuels en santé mentale, et de les sensibiliser aux enjeux associés à leur usage. Méthode Une recension narrative de la littérature a été réalisée afin de synthétiser les informations obtenues de la recherche fondamentale et clinique, et de discuter des considérations sociétales. Résultats Plusieurs caractéristiques des personnages virtuels provenant de la recherche fondamentale ont le potentiel d’influencer les interactions entre un patient et un clinicien. Elles peuvent être regroupées en deux grandes catégories : les caractéristiques liées à la perception (p. ex. réalisme) et celles liées à l’attribution spontanée d’une catégorie sociale au personnage virtuel par un observateur (p. ex. genre). Selon la recherche clinique, plusieurs interventions ou évaluations utilisant des personnages virtuels ont montré divers degrés d’efficacité en santé mentale, et certains éléments de la relation thérapeutique (p. ex. alliance et empathie) peuvent d’ailleurs être présents lors d’une relation avec un personnage virtuel. De multiples enjeux socioéconomiques et éthiques doivent aussi être discutés en vue d’un développement et d’une utilisation plus accrue qui soient responsables et éthiques. Bien que l’accessibilité et la disponibilité des personnages virtuels constituent un avantage indéniable pour l’offre de services en santé mentale, certaines iniquités demeurent. L’accumulation de données biométriques (p. ex. rythme cardiaque) a également le potentiel d’enrichir le travail des cliniciens, mais aussi de mener au développement de personnages virtuels autonomes à l’aide de l’intelligence artificielle, ce qui pourrait conduire à certains dérapages (p. ex. erreurs de décision clinique). Quelques pistes de recommandations visant à éviter ces effets indésirables sont présentées. Conclusion L’emploi des personnages virtuels sera de plus en plus répandu en santé mentale en raison de leurs avantages prometteurs. Ainsi, il est souhaitable que tous les acteurs impliqués s’informent sur leur usage dans ce contexte, se sensibilisent aux enjeux spécifiques, participent activement aux discussions quant à leur développement et adoptent des recommandations uniformes en vue d’un usage sécuritaire et éthique en santé mentale.
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Sonneveld, Leonie, Remke M. Klapwijk und Pieter Jan Stappers. „Constructing and storytelling: accommodating different play orientations in learning spatial thinking“. Frontiers in Education 9 (03.04.2024). http://dx.doi.org/10.3389/feduc.2024.1307951.

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Spatial ability is malleable and belongs in the preschool. For preschoolers, many analytical activities with one correct answer such as tangram have been developed. Less is known about employing open-ended design assignments to creatively practice spatial thinking. Little attention has been paid to the mutual qualitative differences between children when engaged in spatial thinking and insight in children’s motivation is lacking. As design and play have much in common, our first study investigated play orientations during free play of 49 Dutch preschoolers during free play in a low and a high SES school. Participative interviews and observations in the construction and home corners of two schools uncovered different play orientations– construction and pretend play - and either a focus on open-ended objects or on defined objects. In a subsequent study, the influence of these play and object orientations on how children design was investigated. This study with 13 children also used generative design research methods grounded in ethnographic research and therapeutic practices. Using an empathic, story-based, open-ended design challenge, results showed that play-orientations of children influence the length and nature of the design activities as well as the design outcomes. Children with a pretend-play orientation are longer engaged and talk more about the character involved. They usually built organic structures with a variety of objects, while construction-oriented children mainly built sturdy and geometrical structures and mainly used open-ended objects. In all play orientations, spatial thinking was practiced and children were spatially challenged. For example, in all orientations difficulties arose around getting the character in out the structure, however, as different structures were build, the nature of these difficulties were also different. Open-ended design activities that contain characters and problems children can empathize with are a valuable addition to the palette of activities to develop spatial thinking in early classrooms. Our study shows that design activities stimulate children to practice spatial thinking in a creative context and have the ability to engage children with a pretend-play orientation who are otherwise less engaged in construction. The play-orientations and object-orientations are informative for research and the development of spatial educational interventions aiming at a diversity of learners.
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Dissertationen zum Thema "Informatique empathique"

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Ochs, Magalie. „Modélisation, formalisation et mise en œuvre d'un agent rationnel dialoguant émotionnel empathique“. Paris 8, 2007. http://octaviana.fr/document/13337923X#?c=0&m=0&s=0&cv=0.

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Les recherches tendent à montrer que les agents virtuels capables d'exprimer des émotions d'empathie permettent d'améliorer l'interaction humain-machine. De tels agents doivent connaître dans quelles circonstances quelles émotions peuvent apparaître durant l'interaction. Pour ce faire, une analyse exploratoire de situations de dialogues réels humain-machine ayant amené l'utilisateur à exprimer des émotions a été réalisée. Ces résultats ont été étudiés à la lumière des descriptions théoriques des émotions en psychologie cognitive afin d'identifier les types d'émotions pouvant apparaître durant un dialogue humain-machine et leurs conditions de déclenchement. A partir de ces informations, un modèle formel des émotions d'un agent rationnel dialoguant a été construit. Les émotions y sont définies par leurs conditions de déclenchement représentées par des états mentaux particuliers, i. E. Des combinaisons de croyances, d'incertitudes et d'intentions. L'intensité de ces émotions est calculée à partir de ces mêmes attitudes mentales. Cette formalisation permet à un agent rationnel dialoguant de déterminer dans quelles situations durant le dialogue quelle émotion d'empathie envers son interlocuteur il devrait exprimer. Ce modèle formel d'émotions a été implémenté sous la forme d'un module de gestion des émotions pour les agents rationnels dialoguants JSA. Une évaluation auprès d'utilisateurs d'un agent rationnel dialoguant émotionnel empathique a permis de mettre en évidence l'amélioration de la perception qu'à l'utilisateur de l'agent lorsque celui exprime des émotions d'empathie
Recent research has shown that virtual agents which express empathic emotions enable to improve the human-machine interaction. Such agents should know in which circumstances which emotion may appear during the interaction. To achieve this goal, an exploratory analysis of real human-machine dialog situations which have lead users to express emotions have been done. The results have been studied in the light of the theoretical descriptions of emotions in cognitive psychology in order to identify the types of emotions that may appear during human-machine dialog and their conditions of elicitation. From this information, a formal model of emotions for a rational dialog agent has been designed. The emotions are defined by their conditions of elicitation represented by particular mental state, i. E. By combinations of beliefs, uncertainties, and intentions. The intensity of these emotions is computed from these mental attitudes. This formalisation enables a rational dialog agent to determine in which dialog situations which empathic emotion it should express. Based on the formal model, a module of emotions for JSA rational dialog agent has been implemented. An evaluation with users of an emotional empathic rational dialog agent has enabled us to highlight the positive effect of such agent on the user's perception
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Ochs, Magalie Pelachaud Catherine. „Modélisation, formalisation et mise en œuvre d'un agent rationnel dialoguant émotionnel empathique“. Saint-Denis : Université de Paris 8, 2009. http://www.bu.univ-paris8.fr/web/collections/theses/OchsThese.pdf.

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Rinnert, Thomas. „Perceiving collaborative activity with extended reality : how to improve collaborative work by sharing users' status“. Electronic Thesis or Diss., Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2024. http://www.theses.fr/2024IMTA0407.

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Cette thèse se concentre sur l’exploitation des technologies de Réalité Étendue(Extended Reality, XR) pour améliorer le travail d’équipe, que les équipes partagent un espace physique ou travaillent à distance. S’appuyant sur des travaux antérieurs dans le domaine du travail collaboratif assisté par ordinateur(CSCW), les contributions présentées dans cette thèse abordent un large spectre d’environnements XR, les Réalité Augmentée(RA), Virtuelle (RV) et Mixte (RM), adaptées à divers domaines tels que l’industrie 4.0, la défense, la santé et l’éducation. Les solutions proposées visent à augmenter les individus avec des visualisations qui dépeignent à la fois leur performance et leur bien-être, facilitant une meilleure compréhension entre les collaborateurs, et leur permettant de répondre efficacement aux besoins de chacun et favorisant l’assistance mutuelle. La thèse se déroule en trois actes : premièrement, l’étude de l’impact du partage du statut entre pairs sur la sensibilisation à la collaboration ; deuxièmement, l’exploration des avantages du partage du statut des membres de l’équipe avec les chefs pour améliorer la répartition des tâches ; et enfin, la proposition de la présentation du statut prédit des membres de l’équipe aux chefs pour une optimisation supplémentaire de la répartition des tâches. Les contributions méthodologiques et expérimentales présentées visent à éclairer la conception des futurs espaces de travail XR avec une conscience accrue de la collaboration
This dissertation focuses on leveraging Extended Reality (XR) technologies to enhance teamwork, whether teams share a physical space or work remotely. Building upon previous work in Computer-Supported Collaborative Work (CSCW), the contributions presented in this dissertation address a large spectrum of XR environments, including Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), tailored for diverse domains such as Industry 4.0, Defense, Health, and Education. The proposed solutions aim to augment individuals with visualizations that depict both their performance and well-being, facilitating better understanding among collaborators, enabling them to respond effectively to each other’s needs and fostering mutual assistance. The dissertation unfolds in three acts: firstly, investigating the impact of sharing status among peers on collaboration awareness; secondly, exploring the benefits of sharing team members’ status with leaders to enhance task allocation; and finally, proposing the presentation of predicted team members’ status to leaders for further optimization of task allocation. The presented methodological and experimental contributions are made to inform the design of future XR workspaces witha heightened awareness of collaboration
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Lhommet, Margaux. „Replicants : humains virtuels cognitifs, émotionnels et sociaux : de l'empathie cognitive à l'empathie affective“. Compiègne, 2012. http://www.theses.fr/2012COMP2031.

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Les humains virtuels sont de plus en plus présents dans les environnements virtuels. Les travaux en informatique affective visent à doter ces personnages autonomes de capacités émotionnelles. Nous souhaitons modéliser des humains virtuels dont le comportement est cohérent, adaptable et explicable. Nous définissons la cohérence d’un humain virtuel comme l’adéquation entre sa situation, son état mental et son comportement. L’humain virtuel doit pouvoir s’adapter à de nouvelles connaissances et les intégrer dans son raisonnement. Enfin, pour que l’apprenant comprenne l’impact de ses actions, le comportement de l’humain virtuel doit être explicable. Nous utilisons des modèles issus de la psychologie qui explicitent les dimensions humaines et leur dynamique. Notre humain virtuel dispose ainsi d’une personnalité, d’émotions et sont liés par des relations sociales. Afin de garantir l’adaptabilité de l’humain virtuel, nous définissons un ensemble de processus indépendants du domaine permettant de gérer la dynamique de ces dimensions humaines et leur impact sur le comportement au sein d’une architecture cognitive. Un langage de description des entités, des actions et des activités permet de représenter les connaissances spécifiques du domaine d’application. Ce formalisme est suffisamment simple pour être renseigné par des individus sans connaissances en programmation et suffisamment expressif et robuste pour être interprété directement par les humains virtuels. La prise en compte des interactions affectives entre les humains virtuels pose un problème de passage à l’échelle. Nous proposons un modèle d’empathie affective qui prend en compte les dimensions humaines et permet de résoudre ce problème. Pour produire de tels humains virtuels, nous proposons REPLICANTS, un moteur d’intelligence artificielle décisionnelle basé sur des modèles de connaissances. Des cas d’usage montrent comment l’humain virtuel combine ses processus cognitifs de haut niveau à des connaissances du domaine afin de se comporter de manière cohérente et explicable
Virtual humans are more and more common in virtual environments such as simulations, training softwares, serious-games or video games. Affective computing aims at giving those artificial characters emotional capabilities. We aim at generating virtual humans whose behavior is coherent, adaptative and explainable. We define coherence as the adequacy between the situation, the virtual human’s mental state and her behavior. Adaptability is the capacity to adapt to new knowledge an reason about it. This knowledge may be specified by people without computer programming skills and therefore be incomplete. Finally, the virtual human’s behavior must be explainable in order for the learner to understand the impact of her actions. Using models from psychology that explicitly address the components and their dynamics, our virtual human model is given a personality, an emotional state and is linked to others via social relationships. In order to ensure the adaptability of our virtual human, she is given a set of domain-independent processes to take care of the dynamics of those human components and their impact on behavior. Those processes are integrated on a cognitive architecture. Domain-dependent knowledge such as entities, actions and activities are designed using a description language inspired by ergonomy methodology. This formalism is simple enough to be used without any computer programming skill, and expressive enough to be directly used by the high-level processes of our virtual human. An affective empathy model based on individual characteristics is proposed to model affective relations between virtual humans. To generate such virtual humans, we propose REPLICANTS, a decisional artificial intelligence engine. Some examples are presented and show how the virtual human can combine her generic set of cognitive rules with domain specific knowledge in order to adapt to her environment as well as behaving rationally in pursuing goals
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Buchteile zum Thema "Informatique empathique"

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Peshkova, Victoria V. „Just Bing as a Historian of Literature and Author of a Literature School Textbook“. In “The History of Literature”: Non-scientific sources of a scientific genre, 620–32. A.M. Gorky Institute of World Literature of the Russian Academy of Sciences, 2022. http://dx.doi.org/10.22455/978-5-9208-0684-0-620-632.

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The problem of national identity in Norway, whose fate was developing especially dramatically, most vigorously declared itself at the turn of the 19th–20th centuries. It was in this historical setting that the Norwegian literary critic Just Johan Bing (1866–1954) was born and raised — a famous Norwegian literary critic and archaeologist, as well as the head of the State Archives in Bergen, which contributed to his narrative manner. The article dwells upon “History of Norwegian Literature” (Norsk Litteraturhistorie, 1904), and the textbook of the same name for schoolchildren (Norsk Litteraturhistorie til skolebruk, 1915). Bing tried not only to present the historical facts, but to open the amazing world of the past for readers, make them rejoice together with historical figures in the successes of their compatriots and the greatness of their country and empathize with its tragic events. He made the history of Norwegian literature both informative and exciting to read, and thus contributed to the popularization of the culture of his country.
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