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Auswahl der wissenschaftlichen Literatur zum Thema „Relation humain-machine“
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Zeitschriftenartikel zum Thema "Relation humain-machine"
Lee, Soojin. „La possibilité d’une étude sémiotique des transhumanités: Une lecture d’un film La Créature céleste, bouddha robot coréen“. Semiotica 2016, Nr. 213 (01.11.2016): 43–61. http://dx.doi.org/10.1515/sem-2016-0157.
Der volle Inhalt der QuelleŚliwiński, Tomasz. „Louis de la Forge jako spadkobierca i kontynuator myśli René Descartes'a“. Acta Universitatis Lodziensis. Folia Philosophica. Ethica-Aesthetica-Practica, Nr. 23 (01.01.2010): 193–215. http://dx.doi.org/10.18778/0208-6107.23.12.
Der volle Inhalt der QuelleGosselin, Emile. „Évaluation des facteurs techniques et humains dans la direction“. Relations industrielles 7, Nr. 3 (26.02.2014): 152–67. http://dx.doi.org/10.7202/1023047ar.
Der volle Inhalt der QuelleBastien, J. M. C. „Réchauffement climatique : les contributions possibles de la psychologie ergonomique et de l'interaction humain-machine à la réduction de la consommation d'énergie“. Le travail humain 75, Nr. 3 (2012): 329. http://dx.doi.org/10.3917/th.753.0329.
Der volle Inhalt der QuelleLandau, Olivier. „La relation humain-machine au temps du numérique“. Activites, Nr. 19-2 (15.10.2022). http://dx.doi.org/10.4000/activites.7848.
Der volle Inhalt der QuelleZouinar, Moustafa. „Évolutions de l’Intelligence Artificielle : quels enjeux pour l’activité humaine et la relation Humain‑Machine au travail ?“ Activites, Nr. 17-1 (15.04.2020). http://dx.doi.org/10.4000/activites.4941.
Der volle Inhalt der QuelleAmato, Étienne Armand, und Étienne Perény. „Interaction et interactivité“. De l’interactivité aux interaction(s) médiatrice(s) 1, Nr. 1 (12.12.2017). http://dx.doi.org/10.25965/interfaces-numeriques.1315.
Der volle Inhalt der QuelleDissertationen zum Thema "Relation humain-machine"
Buseyne, Julien. „Jeu vidéo et traduction, étude d’une relation humain-machine“. Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLE001/document.
Der volle Inhalt der QuelleSince it came into being in the beginning of the 970 decade, the video games industry made its way to the top of the entertainment industry. The translation of the product it delivered played an important part in this evolution, allowing some platform holders, developers and publishers to become worldwide actors. Video games are interactive technical artifacts. Their fabrication relies on both the coding of a software acting as a playable structure, and on artistic assets used to build its representation. Translators operating in such a context are confronted with a mesh of challenges that they need to overcome in order to successfully complete their task. This PhD thesis is a comprehensive study of the interaction between video games and translation, considered as a human-machine relationship. Unfortunately, the rules enforced by the industry regarding the protection of intellectual property, the complexity of the technical artifacts involved and the size of the productions are an impediment to any analysis. In order to remedy this situation, this study endeavors to analyze translation as a technical operation, performed on a type of artifacts, video games, while considering the digital technical system as an environment. Case studies complete this work. Its conclusion gives several leads for research and development, to be investigated in partnership with actors in the localization or video games industry
Lockner, Damien. „Évaluation émotionnelle des interfaces : vers une proposition de patterns de design contribuant au caractère empathique de la relation humain-machine“. Thesis, Aix-Marseille, 2015. http://www.theses.fr/2015AIXM3146.
Der volle Inhalt der QuelleBeyond usability, the question of the emotion has turned preponderant for application design teams wishing to get differentiated by the quality of use. But despite the important issues, good practices of design for emotion are not or poorly documented.The purpose of this thesis is therefore to contribute to the definition of emotional interface design strategies to create a positive feeling by the users.Two steps are considered:1. the identification of emotional design patterns, through the practices of designers and the related theoretical models;2. the definition of a method of assessment for the previously identified design patterns.Considering hedonomics as a new paradigm succeeding to usability, we propose a synthesis of emotional design patterns structured on the notion of applicative personality. Empathy and sympathy patterns thus appear particularly relevant. In this sense, we propose a variation of hedonomics for the “sympathetic design” of interfaces.A second phase of this work is oriented towards the evaluation of design patterns. We offer a selection of emotion measurement methods adapted to the specificities of an interface use. The conducted experiments allow to propose a method of evaluation of the emotion elicited by the interface design.Finally, we propose alternative or complementary research directions to guide future work towards the definition of recommendations for emotional interface design
Poivet, Rémi. „Virtual agents’ perceived intelligence and believability in video games : exploring the relation between design factors and players’ expectations“. Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS524.
Der volle Inhalt der QuelleNon-player characters (NPCs) are a subtype of virtual agents that populate video games. How they are perceived by players is central to gaming experience. In particular, NPCs’ perceived intelligence and believability highly contribute to creating an engaging and immersive experience. These two aspects are influenced by players’ expectations during their interaction with NPCs. However, the knowledge of how players evaluate NPCs is insufficient, which might explain the actual gap between players’ expectations and their actual evaluation of NPCs’ design. The aim of this thesis is to advance knowledge on players’ evaluation of NPCs as a function of their design factors and players’ expectations. Our hypothesis is that enhancing coherence between NPCs’ design and players’ expectation would lead to enhanced perceived intelligence and believability. Three studies were conducted to investigate players' evaluation of NPCs' intelligence and believability. The first study focused on players' evaluation of NPCs' hostility in a military shooter game, examining the design parameters of appearance and behaviors and their relationship. The results indicated NPCs’ behaviors were the only significant factor in conveying hostility, regardless of appearance. The second study manipulated NPCs’ appearance and behaviors in a military shooter game to investigate the impact of violating players' expectations on players’ gaming experience and evaluation of NPCs’ intelligence and believability. This research involved behavioral and physiological measures and highlighted the importance of coherent NPCs’ design factors in shaping gaming experience. Additionally, the manipulation of NPCs’ design factors induced significant changes in players’ physiological responses and behaviors in the game, suggesting the emergence of new forms of expectations. The verbal modality was not addressed in the first two studies. The third study was conducted on players’ experience and evaluation of NPCs’ perceived intelligence and believability during verbal interactions. The research involved the manipulation of NPCs’ explicit role in the narrative and the communication style using a Wizard of Oz method. Players’ evaluation of intelligence and believability was primarily influenced by the explicit role of NPCs while NPCs’ communication style impacted players’ behaviors during conversations. Throughout these studies, the design factors of NPCs were manipulated to investigate players’ experiences and evaluations of intelligence and believability. The different research findings highlighted the significant impact of coherence between the design factors and players’ expectations on the gaming experience. Furthermore, the results underlined the importance of players’ expectations and the consequential influence of design factors as a feedback on players’ evaluation of perceived intelligence and believability. The thesis concludes with recommendations for game designers and how those can leverage behavioral experiments to create impactful NPCs in their games
Hammes-Adelé, Sonia. „Traduction temporelle de la relation humain-technologie-organisation : validation et perspectives autour de la symbiose“. Thesis, Metz, 2011. http://www.theses.fr/2011METZ003L/document.
Der volle Inhalt der QuelleResearches about the issue of human-technology-organization relationship hinge mostly on the concept of acceptance (davis, 1986). Our proposal is based on the theory of symbiosis initiated by licklider (1960). It considers the human-technology relationship through co-evolution, human capacity expansion and mutual dependence. From a questionnaire survey on 483 persons, we have proved the metric qualities of the scale and proposed to revise the initial modeling designer centered. We have extracted a new modeling based on the user view. in a second step, the symbiosis has been set within a time perspective in addition to the "acceptance". This second study confirmed the distinctiveness of acceptance and symbiosis which are two steps of a technological course. Furthermore, symbiosis is influenced by individual characteristics of the user (how it considers its relationship to technology) and characteristics of technology (complexity, response to a need for amplification of human capacity and simplifying the interaction). The link between user activity and technology is also an important factor. The results are discussed from a theoretical and methodological point of view
Guédon, Olivier. „Etude comportementale et modelisation de l'adaptation d'un opérateur humain soumis à une modification infographique de sa relation visuo-manuelle“. Aix-Marseille 3, 1998. http://www.theses.fr/1998AIX30029.
Der volle Inhalt der QuelleDesombre, Laurent. „Fiabilité et modélisation cognitive de l'opérateur humain face à des signaux visuo-posturaux“. Valenciennes, 1997. https://ged.uphf.fr/nuxeo/site/esupversions/a9fc578f-b8df-4eab-b503-cedffac16912.
Der volle Inhalt der QuelleBücher zum Thema "Relation humain-machine"
FEBRISSY, Sarah. Quel Est l'impact de l'interaction Entre Humain et Machine d'intelligence Artificielle Sur les Relations Interpersonnelles en Entreprise ?: Cas des Assistants Virtuels. Independently Published, 2019.
Den vollen Inhalt der Quelle findenFEBRISSY, Sarah. Quel Est l'impact de l'interaction Entre Humain et Machine d'intelligence Artificielle Sur les Relations Interpersonnelles Au Travail ?: Cas des Assistants Virtuels. Independently Published, 2019.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Relation humain-machine"
Laghi, Roberto. „Humain-Machine : une relation des traductions (entre numérique et cognition)“. In Human Translation and Natural Language Processing Towards a New Consensus? Venice: Fondazione Università Ca’ Foscari, 2023. http://dx.doi.org/10.30687/978-88-6969-762-3/004.
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