Dissertations / Theses on the topic 'Anthropomorphise'

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1

HARRIS, BROOKE PRESTON. "UNION OF MIND AND BODY: A PHILOSOPHICAL APPROACH TO AUGMENT THE HUMAN SPATIAL EXPERIENCE." University of Cincinnati / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1053447001.

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2

Letheren, Kate R. "The importance of individual difference : examining anthropomorphic tendency and consumer responses to spokes-characters." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/74727/24/74727.pdf.

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This thesis comprised a series of online experiments to examine the influence of an individual's level of anthropomorphic tendency on responses to spokes-characters. It finds that an individual's level of anthropomorphic tendency does influence their responses to some types of spokes-characters. Further, those with high anthropomorphic tendency tend towards being younger and more creative in their thinking. This research contributes to anthropomorphic tendency theory; specifically it addresses how this tendency operates in a marketing context and thereby aids practitioners seeking to utilise such characters in achieving positive business outcomes.
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3

Joyeux, Laure. "Les animalités de l’art : modalités et enjeux de la figure animale contemporaine et actuelle." Thesis, Bordeaux 3, 2013. http://www.theses.fr/2013BOR30012/document.

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Ma démarche de recherche comme de création s’articule autour de l’animalité dans ses relations avec l’art d’une part et autour des notions-clés que sont l’anthropomorphisme animal, le zoomorphisme, la métamorphose, la figure animale et l’hybridation, constantes thématiques, iconiques et plastiques de mes travaux d’autre part. Comment et pourquoi l’artiste convoque-t-il l’animal de manière récurrente et diversifiée ? Comment ont pu se jouer entre l’homme et l’animal, mais aussi aujourd’hui de manière frappante, des complémentarités physiques et matérielles, des affinités mentales, des tensions exacerbées ? Si l’animal est le témoin excentré du fonctionnement de nos sociétés, tel un miroir déformant et critique, que révèle sa figure aux prises avec l’art de nos comportements de bête sociale et de la relation que nous entretenons avec lui ? Le recours à des concepts émanant de différentes disciplines, en particulier des sciences humaines, a irrigué et éclairé les analyses d’œuvres : les nôtres, celles de l’art d’hier et d’aujourd’hui. Il s’en est dégagé leur densité sémantique quant à la teneur du lien qui nourrit le binôme homme-animal, que les situations mises en scène soient fictives ou réelles. Le parallèle entre pratiques d’expression plastique (imitation, caricature, assemblage, mise en scène) et figures de style (métonymie, métaphore, comparaison, allégorie) au sein des processus cités plus haut vise à mettre en valeur le caractère discursif des œuvres choisies. La convocation de l’animal bénéficie ainsi, au sein de notre thèse, d’une triple définition. L’image de l’animal, reflet et mémoire de notre humanité, accompagne l’homme, tel le paradigme – modèle vivant ou image modèle –, d’une certaine identité de l’homme – ses fragilités, ses révoltes, ses excès, ses obsessions, etc. La figure de l’animal est aussi à entendre comme une médiation, réussissant là où l’attaque et le dialogue directs ne sont plus possibles, parvenant à concilier les contraires. Ainsi investie, l’image ambigüe ou ambivalente de l’animal donne lieu à la multiplicité, à une extraordinaire fertilité iconographique et artistique. Ses figures, au défi de la forme monolithique, sont rarement isolées ; elles se croisent, se mélangent et s’interpénètrent
My research as well as my creative process on the one hand, revolves around the animal figure in its relationship to art, and on the other hand, around the key-notions of animal anthropomorphism, zoomorphism, metamorphosis, the animal figure and hybridization; constant, iconic and plastic themes of my work. How and why does the artist call forth animals in such a recurrent and diversified manner? How have physical and materiel complementarities, mental analogies as well as exacerbated tensions come into play today, in such a striking fashion between mankind and the animal world? If animals are the off-centered witness of how our societies function, as a distorting and critical mirror, what does its figure reveal when grappling with the art of our beast-like behaviors and of the relationship that we maintain with it? Resorting to concepts emanating from different academic disciplines, in particular, the human sciences, has provided and shed light to the analyses of the works: our own, those of the past and of today. The result being, an utterance density as regards the content of the link which feeds the man-animal pair, whether the situations staged are fictitious or real. The parallel drawn between the methods of plastic expression (imitation, caricature, assemblage, staging) and stylistic devices (metonymy, metaphor, comparison, allegory) within the process listed above is aimed at highlighting the discursive nature of the selected works. Eliciting the animal world within our thesis, thus benefits from a three-fold definition. The animal’s image, which is the reflection and recollection of our humanity, accompanies mankind, as the paradigm – living model or ideal image –, of a certain identity of mankind – its weaknesses, its rebellions, its excesses, its obsessions, etc. In addition, the animal’s figure is also to be understood as a mediator, prevailing over direct criticism and dialogue, and managing to reconcile opposites. Thus invested, the animal’s ambiguous or ambivalent image gives rise to multiplicity, to an extraordinary, artistic and iconographic fertility. Its figures, which challenge the monolithic form, are rarely isolated; they cross over, are mingled, and permeate
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4

Lawson-Guidigbe, Clarisse. "Assistant virtuel anthropomorphique pour la confiance dans la conduite automatisée." Thesis, Bordeaux, 2022. http://www.theses.fr/2022BORD0189.

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Ce travail de thèse a été consacré à l’exploration de l’usage de deux technologies qui vont à terme transformer notre quotidien : les assistants virtuels et la voiture autonome.Les assistants virtuels ont déjà une place importante dans nos vies et sont en train de révolutionner notre façon d’interagir avec les systèmes en nous proposant une interaction vocale. Nous pouvons désormais, par une simple phrase, obtenir des informations sur la météo ou mettre de la musique. Les voitures autonomes pour leur part, bien qu’elles ne soient pas encore accessibles au public, portent la promesse d’améliorer le confort de la conduite, de réduire les accidents et de fluidifier la circulation sur les routes. Cependant, l’adoption d’une telle technologie nécessite de la confiance de la part des utilisateurs. Il semble que les assistants virtuels, par la nature même de leur interface anthropomorphique, puissent jouer un rôle dans ce contexte. Nous explorons donc le potentiel des assistants virtuels pour augmenter la confiance dans la conduite autonome.Les questions principales abordées dans ce travail concernent d’une part les choix adaptés pour concevoir un assistant virtuel afin que celui-ci soit perçu comme anthropomorphique et digne de confiance. D’autre part, elles concernent l’impact que peut avoir une telle interface dans un cockpit de véhicule autonome sur la perception d’anthropomorphisme et la confiance des utilisateurs. Pour répondre à ces questions, nous avons, dans un premier temps, choisi l’apparence visuelle de l’assistant en évaluant l’impact de différentes représentations visuelles sur la perception d’anthropomorphisme et de confiance. Notre choix s’est porté sur une représentation de type Automate-Humain. Puis, nous avons implémenté cette représentation en trois dimensions et intégré le résultat dans un simulateur de conduite sous la forme d’un hologramme. Pour évaluer l’assistant virtuel, nous avons conduit une expérimentation pour comparer une interface de référence sans assistant virtuel avec deux interfaces intégrant deux versions de l’assistant virtuel. Les résultats montrent que la perception d’anthropomorphisme ne s'accroît pas avec le niveau d’anthropomorphisme. Une corrélation significative vient confirmer l’impact de la perception d’anthropomorphisme sur la confiance. D’autres résultats plus surprenant concernant l’impact de l’assistant virtuel sur la performance ou encore l’impact de l’expérience acquise sur la confiance sont discutés
This thesis work was devoted to exploring the usage of two technologies that will eventually transform our daily lives: virtual assistants and autonomous cars.Virtual assistants already have an important place in our lives and are revolutionizing the way we interact with systems through voice interaction. With a simple sentence, a virtual assistant can get us information about the weather or play music. Autonomous cars, although not yet available to the public, hold the promise of improving driving comfort, reducing accidents, and improving traffic flow on the roads. However, the adoption of such technology requires trust from users. It seems that virtual assistants, by the very nature of their anthropomorphic interface, can play a role in this context. We therefore explore the potential of virtual assistants to increase trust in autonomous driving.The main questions addressed in this work concern, on one hand, the design choices for a virtual assistant so that it is perceived as anthropomorphic and trustworthy. On the other hand, we address the impact that such an interface can have on the perception of anthropomorphism and user trust when included in an autonomous car HMI. To answer these questions, we first chose the visual appearance of the assistant by evaluating the impact of different visual representations on the perception of anthropomorphism and trust. We chose a Mechanical-Human representation. Then, we implemented this representation in three dimensions and integrated the result in a driving simulator as a hologram. To evaluate the virtual assistant, we conducted an experiment which compared a baseline interface without virtual assistant with two interfaces integrating two versions of the virtual assistant. The results show that the perception of anthropomorphism does not increase with the level of anthropomorphism. A significant correlation confirms the impact of perceived anthropomorphism on trust. More surprising results concerning the influence of the virtual assistant on users’ performance or the impact of acquired experience on trust are discussed
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5

Seyed, Esfahani Mona. "The effect of telepresence and anthropomorphic attributes on consumers' comprehension of RNPs : a study on consumer innovativeness and anthropomorphism (measurement and application)." Thesis, University of Southampton, 2016. https://eprints.soton.ac.uk/412547/.

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The advancement of technology imposes an inevitable pressure on companies to introduce new products and services into the marketplace, to stay competitive or survive. One product category that is growing increasingly within the marketplace is Really New Products (RNPs), which refers to very innovative products. Businesses therefore need to be aware of the ways they can promote RNPs in order for consumer to efficiently understand RNPs and form a positive attitude and intention towards these products. This study is concerned with the product promotion element within the domain of RNPs. Various presentation techniques such as telepresence (vividness and interactivity) and anthropomorphic attributes are discussed within this thesis. Furthermore, the influence of targeting different groups of consumers (innovative consumers) is examined. Anthropomorphism is analysed in more depth to get a better understanding of how this factor influences consumers learning and online behaviour. Three papers are formed to investigate each category further. Two online experiments and one survey are designed. The first experiment recruited 800 participants to examine the effect of presentation formats on individual responses towards RNPs within Paper 1. The findings from Paper 1 indicate that various presentation elements have a different impact upon consumer learning, attitude and purchase intention for RNPs. The second set of online experiments within Paper 2 with 500 participants investigated the impact of various anthropomorphic attributes and its influence on consumer response towards RNPs. The result indicates that the inclusion of human-like avatars increases an individual’s perceived anthropomorphism. Furthermore, perceived anthropomorphism has a significant positive influence upon consumer learning, attitude and purchase intention towards RNPs. Paper 3 studied the influence of consumer innovativeness and how consumers differ in their learning and behaviour towards RNPs. 300 participants were recruited to answer an online survey. The findings indicate that various types of innovative consumers react towards and learn about RNPs in different directions. Each paper is thoroughly discussed and the limitations, managerial implications and future research recommendations are considered.
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6

Gipson, Lori A. "Anthropomorphia." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1366388626.

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7

Molloy, Claire. "Discourses of anthropomorphism." Thesis, Liverpool John Moores University, 2006. http://researchonline.ljmu.ac.uk/5858/.

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8

Chalon, Maxime. "Modélisation et contrôle d'une main anthropomorphe actionnée par des tendons antagonistes." Phd thesis, Ecole Nationale Supérieure des Mines de Paris, 2013. http://pastel.archives-ouvertes.fr/pastel-00957755.

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Un des freins majeurs au développement de la manipulation d'objet avec une main robotisée est sans aucun doute leur fragilité. C'est l'une des raisons pour laquelle un système bras-main anthropomorphe, extrêmement robuste, est développé au centre de robotique et de mécatronique de DLR. Le système est unique à la fois par sa complexité, utilisant 52 moteurs et plus de200 capteurs, ainsi que par ses capacités dynamiques. En effet, ce nouveau système a la particularité d'être mécaniquement flexible ce qui offre la possibilité de stocker de l'énergie à court terme et remplit ainsi deux fonctions essentielles pour un robot humanoïde: les impacts sont filtrés et les performances dynamiques sont augmentées.Dans cette thèse, on se concentre plus particulièrement sur la main. Elle dispose de 19 degrés de liberté dont chacun est actionné par deux tendons flexibles antagonistes. La rigidité des tendons étant non linéaire il est possible, tout comme peut le faire l'être humain, de co-contracter les <> et donc d'ajuster la rigidité des doigts afin de s'adapter au mieux aux tâches à effectuer. Cependant, cette flexibilité entraine de nouveau défis de modélisation et de contrôle. L'état de l'art se concentre majoritairement sur le problème de la répartition des forces internes ou du contrôle d'articulation flexible mais peu de travaux considèrent les deux problèmes simultanément.Le travail présenté dans la première partie de la thèse se concentre sur la modélisation de la main et du poignet. Les problématiques spécifiques aux systèmes actionnés par des tendons, tels que les matrices de couplage et l'estimation du déplacement des articulations à partir du déplacement des tendons, sont étudiées.La seconde partie se concentre sur le contrôle d'articulations actionnées par des tendons flexibles antagonistes. Les problèmes de distribution des forces internes et de correction de la rigidité perçue par l'utilisateur sont présentés.Des approches de contrôle linéaire et non linéaire sont utilisées et des expériences sont réalisées pour comparer ces approches. En particulier, il est montré que le <>, une méthode de contrôle non linéaire peut être utilisée et permet d'obtenir le comportement d'impédance souhaité tout en garantissant la stabilité en boucle fermée.
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9

Recchia, Johanna. "Le vase et le corps : archéologie du caractère anthropomorphe des poteries du Néolithique en Méditerranée nord-occidentale." Thesis, Montpellier 3, 2018. http://www.theses.fr/2018MON30081/document.

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L’étude du mobilier céramique des peuples de la Préhistoire récente permet aux archéologues de distinguer différents groupes culturels ou cultures matérielles. Ces variétés culturelles reposent sur l’adoption par des groupes humains d’un type particulier de vases qui varie dans le temps et dans l’espace dans les limites d’aires culturelles. Les décors, les éléments de préhension, la morphologie des vases, les techniques de fabrication déterminent ces styles. L’archéologue ou le céramologue perçoit dans l’abondance de caractères ou l’absence de ceux-ci, la marque, le signe, d’un fait culturel. Ces différents critères servent à établir une typologie qui permet d’attribuer une série céramique à un groupe culturel. À travers cette typologie, l’archéologue croit percevoir une intention culturelle. Cependant, un regard porté sur l’ensemble de la céramique du Néolithique affirmé voit, dans la poterie en elle-même, le marqueur d’une nouvelle représentation du fait social et culturel, qui accompagne le nouveau rapport entre l’homme et son environnement à partir du passage à l’économie de production. C’est au travers de la perception de l’identification du vase au corps humain, tel que l’on peut le percevoir dans les sociétés traditionnelles et dans quelques cultures archéologiques, que nous désirons dépasser les limites intrinsèques à l’analyse typologique. Les cultures matérielles sont multiples, séparées, divisées, et leur diversité ne matérialise pas seulement les variétés culturelles. La poterie est avant tout le marqueur d’un nouveau fait culturel qui concerne l’ensemble des cultures néolithiques. Elle est un des vecteurs qui cristallisent l’ancrage du Néolithique et avec lui, une nouvelle perception par l’homme de lui-même, de sa société, de l’univers réel qu’il habite, mais aussi de l’univers spirituel, mythologique, imaginé, symbolisé qui l’habitent. En choisissant comme point de départ les différentes démarches analytiques sur la céramique du Languedoc-Roussillon depuis le Néolithique ancien au Néolithique final, nous voulons considérer la poterie, au-delà de son intérêt matériel, dans son intérêt symbolique et culturel
This thesis proposes to study the question of the relations between the body and the Neolithic pottery through the case of so-called anthropomorphous vases in the north-western Mediterranean.The first part presents the problematic of this thesis and presents the chronological and geographical framework. We make a brief review of the knowledge of the presence of this type of artefacts and commonly proposed interpretations, and we expose the methods by which we intend to analyze anthropomorphic vases.The second part presents the corpus of vases collected in the catalog (volume 2) by chrono-cultural area. It proposes a typological classification of these pottery and it discusses more particularly the modalities of their emergence in the North-Western Mediterranean, their diffusion or their evolution.The last part questions the choice of pottery as a medium of Neolithic body representation. The creation of a repository of data from ethnology, ethnoarchaeology or narratives allows us to situate our object of study in the field of metaphor and to approach it as a sign. We draw inspiration from theories from semiology and more generally from cultural anthropology in order to get out of the usual accepted archaeological interpretations.The results lead us to propose a definition of anthropomorphic vases and to discuss the phenomenon of the anthropomorphization of vases in the Neolithic context and the effects of agro-pastoral lifestyles on the production of the body's imaginary
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10

Collard, Marie-Louise. "Minoan anthropomorphic figurines." Thesis, University of Bristol, 1987. http://hdl.handle.net/1983/3af5555d-83ca-4dc7-9816-cd43eb77195c.

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11

WALLÉN, KIESSLING ALEXANDER, and NICLAS MÄÄTTÄ. "Anthropomorphic Robot Arm." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279804.

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Robot manipulators are commonly used in today's industrial applications. In this report a 3D-printed anthropomorphic robot arm with three degrees of freedom was constructed. The robot arm operates with the use of a microcontroller and servomotors. Through utilizing the Denavit-Hartenberg method and inverse kinematics the robot’s end effector is able to reach a specified point in space. This report has found that the accuracy of the constructed robotic manipulator reaching a specific coordinate depends on the distance of the end effector from its base. The relative error of the constructed robot’s positioning falls within 1.3- 6.9%, with a 99% confidence.
Robotmanipulatorer är idag vanligt förekommande i industriella applikationer. I denna rapport konstrueras en 3D-printad antropomorf robotarm med tre frihetsgrader. Robotarmen styrs med hjälp av en mikrokontroller och servomotorer. Baserat på DenavitHartenberg metoden och inverskinematik kan robotens ändpunkt ta sig till en specificerad punkt i rummet. Vidare har rapporten funnit att den konstruerade robotens exakthet beror på avståndet emellan robotens manipulator och dess bas. Det relativa felet av robotens positionering ligger inom intervallet 1.3-6.9% med en 99% konfidens.
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Pearl, Alexander James. "Breakdown : mechanical dysfunction and anthropomorphism." Thesis, Manchester Metropolitan University, 2018. http://e-space.mmu.ac.uk/622002/.

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Breakdown: Mechanical Dysfunction and Anthropomorphism is a practice-led research project examining the role of mechanical breakdown in the anthropomorphic process. Current theoretical approaches to mechanical breakdown identify it as a homogenous, revelatory event "a sort of breach opened up by objects." (Baudrillard, 2004: 62). Breakdown challenges this stereotyping and seeks to examine the range of gesture and affect that differing forms of mechanical breakdown exhibit. In doing so it also develops Sherry Turkle's notion of anthropomorphism as a connective rather than ascriptive process (2005: 351) in the light of Karen Barad's "performative account of material bodies" (2007: 139). Leading this research is Breakdown, the making, remaking, exhibition and reexhibition of 36 breaking-machines. These breaking-machines; simple mechanical devices made from reconfigured found materials; approach breakdown and fail during their exhibition. They are then repaired or reconfigured by the artist 'live' while still on show. Throughout the research this role of the artist as repairman became a key method. The continual recombination of human and machine responding to the call of breakdown allowed for a more detailed understanding of the gestures of mechanical breakdown. This performative relationship considers the posthuman decentring of the Vitruvian man in the writing of Rosi Braidotti (2013: 2) and Karen Barad's agential realism (Barad, 2007: 44) both of which insist that the human, rather than bounded and individual, be considered as part of a dispersed network of interacting parts. The thesis begins by investigating the performative relationship of Breakdown in detail. It describes a machine-human body that is materialised fleetingly by mechanical dysfunction. Through an intimate relationship with one machine, it then goes on to identify a typology of breakdown: seize, play, burnout and cutting loose, concluding that each emits differing expanding and contracting forces around which bodies disperse and coalesce. Finally, employing the flicker of a thaumatrope and the making of the science fiction film robot, the thesis posits that anthropomorphism is an integral element in the dissipation and reformation of human-machine bodies.
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Tahiroglu, Deniz, and Deniz Tahiroglu. "Development and Correlates of Anthropomorphism." Thesis, University of Oregon, 2012. http://hdl.handle.net/1794/12535.

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One of the most heavily researched topics of cognitive development concerns children's growing understanding of people's behaviors as reflecting mental states such as beliefs, desires and intentions. Anthropomorphism is the overextension of this conceptual framework, referred to as "theory of mind", to nonhuman animals and inanimate objects. In this dissertation, I investigate the development and correlates of anthropomorphism building on and extending past research with children and adults. In Study 1, I investigated the relation between anthropomorphism, social understanding, and social behaviors that are known to correlate with theory of mind, such as empathy, and prosocial attitudes in a college sample (N = 919). Contrary to my predictions, results showed that anthropomorphism is only weakly related to the measures of social understanding. There was, however, some evidence for a link between anthropomorphism and imaginary companions; individuals who had a history of imaginary companions scored higher on anthropomorphism. In Study 2, I examined the link between theory of mind and anthropomorphism in preschool children. In addition, I investigated the developmental trajectory of anthropomorphism from age 4 to 6 and the relation between anthropomorphism and role play and social preferences. Seventy-four children (36 girls; Mage = 5 years, 5 months; SD = 9 months) took part in this study. In order to assess anthropomorphism in this age group, I used two methods: interview and movie narrative measures. Results revealed no age-related changes in anthropomorphism scores of the children. As in Study 1, I did not find a strong relationship between the theory of mind measures and anthropomorphism. There was, however, more evidence for a link between the interview measure of anthropomorphism and role play, and social preferences of children. Overall, in both studies, theory of mind, the most obvious candidate as a correlate of anthropomorphism, was, at best, not a strong predictor of the anthropomorphism, suggesting the need to rethink how developing knowledge about people is related to the overextension of this knowledge to nonhuman entities. It is possible that a rudimentary understanding of humans is necessary to be able to overextend it, but whether you overextend it might be linked to other factors.
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Turkel, William J. (William Joseph) 1967. "Anthropomorphic bias in naming." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/84771.

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Wang, Wenhuan. "Social Disposition and Anthropomorphism of Smartphones." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19285.

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Smartphones are the most personalized and in the meantime the most anthropomorphized computing and communication technology in our society. Existing studies, especially Computers as Social Actors studies, on anthropomorphism and social interactions focus on how to implement and elicit positive anthropomorphic effects but fail to address the motivations and dispositional factors. Through an online survey that incorporates well-tested social psychological scales, this study provides empirical evidences that smartphone users’ social dispositions including chronic loneliness, attachment style, and cultural orientations are associated with their acceptance and awareness of anthropomorphism. Findings in this study suggest that existing studies are limited to method of choice and overlooked how people adapt to communication technologies differently in real life settings. Anthropomorphic design in communication technology and anthropomorphized message in advertising strategies need further examination when targeting a diversified or specified demographic.
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Barbier, Laura. "Influence comportementale online : études dans le paradigme de la soumission sans pression." Thesis, Université de Lorraine, 2018. http://www.theses.fr/2018LORR0127/document.

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Amener les personnes à réaliser spontanément un comportement, tel est l’objectif des techniques de soumission sans pression. Depuis les années 60, elles ont prouvé leur efficacité. La popularisation des communications médiatisées par ordinateur (CMO) amène à nous demander si les processus d’influence restent efficaces et sous quelles conditions. Parmi les CMO existantes, nous souhaitons privilégier le terrain d’étude offert par les Massively Multiplayer Online Game parce que les interactions interindividuelles sont nombreuses et parce qu’il est nécessaire de créer un avatar pour y accéder. En accord avec certains travaux, nous pensons que l’apparence de l’avatar est un facteur qui influence significativement les comportements des individus. Nos objectifs sont de répliquer les effets de techniques de soumission sans pression et de spécifier les critères à prendre en compte pour obtenir le comportement souhaité. Une série de quatre études testant des techniques de soumission sans pression (pied-dans-la-porte, foot-in-the-face, porte-au-nez, mais vous êtes libre de…) est mise en place. Pris ensemble, les résultats de ces recherches ne sont pas seulement interprétables au regard des théories utilisées lors d’étude dans la vie réelle. Toutefois, nos résultats amènent de nouvelles perspectives théoriques et méthodologiques en matière d’induction de changements comportementaux lors de CMO
The aim of compliance without pressure techniques is to get people to spontaneously adopt a behavior. Since the 1960s, they have shown their efficiency. The popularization of computer-mediated communications (CMC) raises the question of whether the influence processes remain effective and on what conditions. Among the existing CMCs, we wish to use the study field provided by the Massively Multiplayer Online Game because the interindividual interactions are numerous and it is necessary to create an avatar to access them. In agreement with some research, we think that the avatar appearance is a variable that significantly influences the individual’s behavior. Our objectives are to replicate the effects of compliance techniques and to specify the criteria to be considered in order to achieve the target behavior. A series of four studies, testing techniques of compliance without pressure (foot-in-the-door, foot-in-the-face, door-in-the-face, but you are free to…) are put in place. Results cannot be explained to the full extend by the common theories used in real life studies, however, they present new theoretical and methodological perspectives in terms of behavior changes induction in CMC
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Carpentier, Justin. "Computational foundations of anthropomorphic locomotion." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30376/document.

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La locomotion anthropomorphe est un processus complexe qui met en jeu un très grand nombre de degrés de liberté, le corps humain disposant de plus de trois cents articulations contre une trentaine chez les robots humanoïdes. Pris dans leur ensemble, ces degrés de liberté montrent une certaine cohérence rendant possible la mise en mouvement du système anthropomorphe et le maintien de son équilibre, dans le but d'éviter la chute. Cette thèse met en lumière les fondements calculatoires à l'origine de cette orchestration. Elle introduit un cadre mathématique unifié permettant à la fois l'étude de la locomotion humaine, et la génération de trajectoires locomotrices pour les robots humanoïdes. Ce cadre consiste en une réduction de la dynamique corps-complet du système pour ne considérer que sa projection autour du centre de gravité, aussi appelée dynamique centroïdale. Bien que réduite, nous montrons que cette dynamique centroïdale joue un rôle central dans la compréhension et la formation des mouvements locomoteurs. Pour ce faire, nous établissons dans un premier temps les conditions d'observabilité de cette dynamique, c'est-à-dire que nous montrons dans quelle mesure cette donnée peut être appréhendée à partir des capteurs couramment employés en biomécanique et en robotique. Forts de ces conditions d'observabilité, nous proposons un estimateur capable de reconstruire la position non-biaisée du centre de gravité. A partir de cet estimateur et de l'acquisition de mouvements de marche sur divers sujets, nous mettons en évidence la présence d'un motif cycloïdal du centre de gravité dans le plan sagittal lorsque l'humain marche de manière nominale, c'est-à-dire sans y penser. La présence de ce motif suggère l'existence d'une synergie motrice jusqu'alors ignorée, soutenant la théorie d'une coordination générale des mouvements pendant la locomotion. La dernière contribution de cette thèse porte sur la locomotion multi-contacts. Les humains ont une agilité remarquable pour effectuer des mouvements locomoteurs qui nécessitent l'utilisation conjointe des bras et des jambes, comme lors de l'ascension d'une paroi rocheuse. Comment doter les robots humanoïdes de telles capacités ? La difficulté n'est certainement pas technologique, puisque les robots actuels sont capables de développer des puissances mécaniques suffisantes. Leurs performances, évaluées tant en termes de qualité des mouvements que de temps de calcul, restent très limitées. Dans cette thèse, nous abordons le problème de génération de trajectoires multi-contacts sous la forme d'un problème de commande optimale. L'intérêt de cette formulation est de partir du modèle réduit de la dynamique centroïdale tout en répondant aux contraintes d'équilibre. L'idée originale consiste à maximiser la vraisemblance de cette dynamique réduite vis-à-vis de la dynamique corps-complet. Elle repose sur l'apprentissage d'une mesure d'occupation qui reflète les capacités cinématiques et dynamiques du robot. Elle est effective : l'algorithmique qui en découle est compatible avec des applications temps réel. L'approche a été évaluée avec succès sur le robot humanoïde HRP-2, sur plusieurs modes de locomotions, démontrant ainsi sa polyvalence
Anthropomorphic locomotion is a complex process that involves a very large number of degrees of freedom, the human body having more than three hundred joints against thirty in humanoid robots. Taken as a whole, these degrees of freedom show a certain coherence making it possible to set the anthropomorphic system in motion and maintain its equilibrium, in order to avoid falling. This thesis highlights the computational foundations behind this orchestration. It introduces a unified mathematical framework allowing both the study of human locomotion and the generation of locomotive trajectories for humanoid robots. This framework consists of a reduction of the body-complete dynamics of the system to consider only its projection around the center of gravity, also called centroid dynamics. Although reduced, we show that this centroidal dynamics plays a central role in the understanding and formation of locomotive movements. To do this, we first establish the observability conditions of this dynamic, that is to say that we show to what extent this data can be apprehended from sensors commonly used in biomechanics and robotics. Based on these observability conditions, we propose an estimator able to reconstruct the unbiased position of the center of gravity. From this estimator and the acquisition of walking motions on various subjects, we highlight the presence of a cycloidal pattern of the center of gravity in the sagittal plane when the human is walking nominally, that is, to say without thinking. The presence of this motif suggests the existence of a motor synergy hitherto unknown, supporting the theory of a general coordination of movements during locomotion. The last contribution of this thesis is on multi-contact locomotion. Humans have remarkable agility to perform locomotive movements that require joint use of the arms and legs, such as when climbing a rock wall. How to equip humanoid robots with such capabilities? The difficulty is certainly not technological, since current robots are able to develop sufficient mechanical powers. Their performances, evaluated both in terms of quality of movement and computing time, remain very limited. In this thesis, we address the problem of generating multi-contact trajectories in the form of an optimal control problem. The interest of this formulation is to start from the reduced model of centroid dynamics while responding to equilibrium constraints. The original idea is to maximize the likelihood of this reduced dynamic with respect to body-complete dynamics. It is based on learning a measurement of occupation that reflects the kinematic and dynamic capabilities of the robot. It is effective: the resulting algorithmic is compatible with real-time applications. The approach has been successfully evaluated on the humanoid robot HRP-2, on several modes of locomotion, thus demonstrating its versatility
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Drake, Scott, and n/a. "A well-composed body: anthropomorphism in architecture." University of Canberra. Design & Architecture, 2003. http://erl.canberra.edu.au./public/adt-AUC20060713.101839.

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Since the writings of Vitruvius in the first century AD, the use of the human body as a metaphorical and symbolic referent has provided what is perhaps the most prolific trope for architectural theory. The image of �Vitruvian Man,� with limbs outstretched to touch the circle drawn from its navel, took on particular significance during the Renaissance, as architects such as Alberti, Filarete, di Giorgio, Colonna, and Serlio published their own interpretations of Vitruvius� Ten Books. For these writers, the body, as microcosm, was the best available means for representing the order of the cosmos, the world as a whole. Yet just as the idea of the body as architectural referent was being reinterpreted, the body itself was being transformed by Renaissance anatomy. The unity and integrity of the body was jeopardised as anatomists studied the body through the dissection of corpses. The published results of these studies, the most notable being Vesalius� De Humani Corporis Fabrica, were highly influential, with the anatomical methods of observation and partition emerging as the fundamental tenets of modern science. Several centuries later, the transformation of the body from a symbol of the world to an object amenable to scientific observation and control was all but fully realised, as the discoveries of Pasteur were put to use in the conquest of disease. These changing medical conceptions of the body led to concomitant transformations of the sense of self, as the body as object was increasingly divorced from the operations of the mind, in both its conscious and unconscious forms. This thesis will examine how these changing conceptions of the human body have been interpreted within architectural theory since Vitruvius. Beginning with the idea of ornament as trope of sacrifice, it will examine how interpretations of the relation between the body as whole and as part have affected ideas of architectural composition. Further, it will examine the ethical implications of the trope of building as body, such that a building which reflects the proportions of a �well-composed� body (Francesco di Giorgio), is itself an injunction to �composure,� or appropriate behaviour. It will argue that modern architecture, while rejecting classical anthropomorphism, was nonetheless influenced by ideas and practices arising from anatomy. Then, in contrast to the object-body of anatomy, the thesis will examine phenomenological and hermeneutical conceptions of the body, which interpret the body as lived. From Merleau-Ponty�s study of perception to Scarry�s reading of the significance of pain, the contribution of the body to the sense of self will be explored, giving rise to a renewed conception of anthropomorphism as the manifestation not only of human form, but of human sentience. Further, to the modern fragmentation of both the body and architecture will be opposed integrative strategies of selfhood, such as the formation of narrative identity (Ricoeur), the engagement with a community through practice (MacIntyre), and the idea of the �monstrous� body (Frascari). These strategies will be used to explore ways in which the form of the body can be understood other than in purely material terms, and how this is translated into architecture.
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Parker, L. M. "Proximal anthropomorphised interfaces for networked multimedia services." Thesis, University of Edinburgh, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.660359.

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Computers are becoming an ever increasing part of our daily lives both at work and at home. This has led researchers to investigate humanised interfaces as an attempt to provide naive users access to information technology. A natural aspect of humanised interfaces is the incorporation of anthropomorphised entities that can act as agents (personae) on behalf of users. Although considerable work has been carried out on many aspects of computer generated personae research tools in this area are scarce and there have been few attempts to approach the concept of an anthropomorphised interface as a whole rather than as a persona addition to standard work packages. This thesis analyses past work and identifies key requirements for future personae interfaces. It then goes on to present a novel approach to producing a unified persona interface that incorporates many of the disparate capabilities of earlier approaches. This novel approach is then tested objectively and subjectively before being used to undertake a series of experiments both on site in the University of Edinburgh and at sites across Europe in order to identify constraints and bounds for personae interfaces. The results from these experiments are statistically analysed and conclusions are drawn that form a kernel set of constraints for persona interaction. A method for automating the application of this kernel set of constraints is provided and an initial foray into intelligent persona dialogue control is presented. Final conclusions from this work are presented and relevant future work is described.
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Ribeiro, Nuno Jorge Gonçalves de Magalhães. "Enhancing information awareness through speech-induced anthropomorphism." Thesis, University of York, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.270006.

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21

Jain, Ritesh. "The influence of anthropomorphic spokescharacters on consumers' recycling intentions." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/208973/1/Ritesh_Jain_Thesis.pdf.

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Environmental communicators have been using different message strategies to encourage consumers to adopt sustainable behaviours. However, use of anthropomorphic spokescharacters as endorsers in environmental communication has not been researched before, which is surprising as these characters have been quite effective in commercial marketing. The findings of this research study revealed that using popular anthropomorphic spokescharacters such as Tony the Tiger can be an effective alternate strategy which environmental marketers can pursue. Since it is a new research area, future research directions are offered for environmental marketing researchers to develop this area.
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22

Giard, Agnès. "Humanité désirée, humanité simulée : etude de l'effet de présence dans les objets anthropomorphiques au Japon." Thesis, Paris 10, 2015. http://www.theses.fr/2015PA100076.

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Une dizaine de compagnies s’efforcent actuellement au Japon d’améliorer le réalisme d’ersatz humains commercialisés comme poupées sexuelles sous le nom de love doll. L’enquête, principalement menée au sein de la firme Orient Industrie – leader sur le marché des reproductions de corps féminins – porte sur le travail de recherche mené par les designers, les ingénieurs et les commerciaux pour donner aux poupées, sur le plan technique, esthétique et marketing, l’apparence d’êtres conscients, dotés d’une vie intérieure. Quels procédés mettent-ils en œuvre pour créer un « effet de présence »? En évitant de reproduire l’humain à l’identique, ils élaborent une créature imaginaire qui questionne ce qu’est l’humain, au-delà de la forme. Cette créature, dont la fonction première est de susciter le désir, s’offre paradoxalement comme une sorte de véhicule vacant, absent, en attente, qui simule l’humain en s’en faisant le miroir… renvoyant ses créateurs, ses utilisateurs et peut-être aussi la société tout entière à la problématique de la personne comme réceptacle. La thèse se compose de trois parties qui abordent la love doll sous ses aspects principaux : en tant que « substitut » (migawari), en tant que « miroir » (kagami), en tant que « double » (bunshin). Ces trois termes sont, dans l'ordre, les plus souvent évoqués par ses créateurs autant que par ses utilisateurs. Ils correspondent à trois discours qui contribuent à faire de la love doll le produit d’un travail collectif et interactif visant, sous couvert de jeu, à construire la notion même d’humain
Most of the artificial life systems produced in Japan are designed to create a humanlike presence. My researches target the market of life-size dolls equipped with articulated skeleton and a silicone flesh truer than nature. More precisely, it relates to these love doll that less than a dozen companies are currently improving, establishing themselves as the world leaders in this pioneer field. One company particularly got my attention : Orient Industry – the first company in the history of japanese doll business – plays a key role in driving innovation. I focused on the manufacturing process of these products marketed as “substitute wives”, trying to understand how engineers, designers and trade marketing specialists give the doll the appearance of a thinking and feeling being. It appeared that they did not try to create an exact reproduction of a person, but – on the contrary –, something unreal, empty and incomplete. My goal was ultimely to understand the way interaction with objects could be made possible in Japan, through dolls developed as “vacant vehicles”… The study of these realistic bodies led me to understand how Japanese succeed in creating life and consciousness out of inanimate objects. The thesis is composed of three parts which deal with the main aspects of the love doll : she is talked about as a “substitute” (migawari), as a “mirror” (kagami) and as a “double” (bunshin). These three words are the most oftenpronounced by its creators as much as by its users. They correspond to three discourses which contribute to brand the love doll as collective and interactive work aiming, in the guise of game, to build the concept of human
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Cerruti, Giulio. "Design and Control of a Dexterous Anthropomorphic Robotic Hand." Thesis, Ecole centrale de Nantes, 2016. http://www.theses.fr/2016ECDN0009/document.

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Cette thèse présente la conception et la commande d’une main robotique légère et peu onéreuse pour un robot compagnon humanoïde. La main est conçue pour exprimer des émotions à travers des gestes et pour saisir de petits objets légers. Sa géométrie est définie à l’aide de données anthropométriques. Sa cinématique est simplifiée par rapport à la main humaine pour réduire le nombre d’actionneurs tout en respectant ses exigences fonctionnelles. La main préserve son anthropomorphisme grâce aux nombres et au placement de la base des doigts et à une bonne opposabilité du pouce. La mécatronique de la main repose sur un compromis entre des phalanges couplés, qui permettent de bien connaître la posture des doigts pendant les gestes, et des phalanges capable de s’adapter à la forme des objets pendant la saisie, réunis en une conception hybride unique. Ce compromis est rendu possible grâce à deux systèmes d’actionnement distincts placés en parallèle. Leur coexistence est garantie par une transmission compliante basée sur des barres en élastomère. La solution proposée réduit significativement le poids et la taille de la main en utilisant sept actionneurs de faible puissance pour les gestes et un seul moteur puissant pour la saisie. Le système est conçue pour être embarqué sur Romeo, un robot humanoïde de1.4 [m] produit par Aldebaran. Les systèmes d’actionnements sont dimensionnés pour ouvrir et fermer les doigts en moins de 1 [s] et pour saisir une canette pleine de soda. La main est réalisée et contrôlée pour garantir une interaction sûre avec l’homme mais aussi pour protéger l’intégrité de la mécanique. Un prototype (ALPHA) est réalisé pour valider la conception et ses capacités fonctionnelles
This thesis presents the design and control of a low-cost and lightweight robotic hand for a social humanoid robot. The hand is designed to perform expressive hand gestures and to grasp small and light objects. Its geometry follows anthropometric data. Its kinematics simplifies the human hand structure to reduce the number of actuators while ensuring functional requirements. The hand preserves anthropomorphism by properly placing five fingers on the palm and by ensuring an equilibrated thumb opposability. Its mechanical system results from the compromise between fully-coupled phalanges and self-adaptable fingers in a unique hybrid design. This answers the need for known finger postures while gesturing and for finger adaptation to different object shapes while grasping. The design is based on two distinct actuation systems embodied in parallel within the palm and the fingers. Their coexistence is ensured by a compliant transmission based on elastomer bars. The proposed solution significantly reduces the weightand the size of the hand by using seven low-power actuators for gesturing and a single high-power motor for grasping. The overall system is conceived to be embedded on Romeo, a humanoid robot 1.4 [m] tall produced by Aldebaran. Actuation systems are dimensioned to open and close the fingers in less than1 [s] and to grasp a full soda can. The hand is realized and controlled to ensure safe human-robot interaction and to preserve mechanical integrity. A prototype(ALPHA) is realized to validate the design feasibility and its functional capabilities
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Andriuzzi, Andria. "La conversation de marque à la lumière de la théorie du face-work : impact de la stratégie d’interaction des marques sur l’attitude des internautes." Thesis, Paris 1, 2017. http://www.theses.fr/2017PA01E011.

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Les interactions entre marques et consommateurs font l’objet de nombreuses recherches, notamment depuis l’avènement des médias sociaux. Cette recherche porte sur un mode d’interaction peu étudié, la conversation de marque, définie comme une suite de messages échangés en ligne et en public entre plusieurs individus dont un au moins représente une marque. Pour étudier ce phénomène, nous réalisons deux études qualitatives et trois études quantitatives. En faisant appel à la théorie du face-work, nous montrons que la marque parait plus humaine quand elle respecte les règles de la communication interpersonnelle. Cependant, ces règles sont altérées quand la conversation porte sur les produits et quand les consommateurs sont attachés à la marque. Cette recherche contribue à la littérature sur les interactions marques-consommateurs et à la littérature sur l’anthropomorphisme en montrant l’impact des pratiques conversationnelles des marques sur l’attitude des consommateurs
Brand-consumers interaction is an emerging topic in marketing research especially since the advent of social media. This research focuses on a little-studied type of interaction, brand conversation. Brand conversation is defined as a series of messages exchanged online and in public between several individuals, at least one of them being a brand representative. To study this phenomenon, we carry out two qualitative studies and three quantitative studies. Using face-work theory, we show that brands seem to be more human by following interpersonal communication rules. However, these rules are slightly altered in a marketing context, especially when the conversation is about products and when consumers are attached to the brand. This research contributes to the literature on brand-consumer interaction and to the literature on brand anthropomorphism by showing the impact of brand conversational practices on consumer attitudes
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Khogeer, Yusra Khalid. "Brand anthropomorphism : the literary lives of marketing mascots." Thesis, University of Liverpool, 2013. http://livrepository.liverpool.ac.uk/16193/.

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There is no end to the brands that lend themselves to anthropomorphic comparison. As an area under researched, the ultimate aim of this thesis is to improve our understanding of the phenomenon of brand anthropomorphism via focusing on one of the most prominent tactics currently being used by industry – the use of marketing mascots. This research begins by theoretically positioning the topic in a rich body of literature. Drawing on branding literature, the multidimensional nature of brands is explored as a starting point for understanding brand mascots. The fundamental theories referred to are integrated to form the Brand Puzzle. Next, the phenomenon of anthropomorphism is examined by referring to literatures from the disciplines of anthropology, animal behaviour, English literature and religion. To complete the extensive literature review, this thesis draws on marketing, advertising, psychology and consumer behaviour literature to reveal any existing classifications for brand anthropomorphism prior to introducing a new typology. Additionally, an investigation into the use of mascots is carried out paying particular attention to their conceptual development and their ‘humanity’. By designing an interpretive case study methodology that relies on a variety of research techniques, including netnography, interviews and photo-essays, as well as a provocative style of presentation, this thesis sets out firstly to explore the development of three marketing mascots on the social media site of Facebook: Aleksandr Orlov mascot for price comparison website CompareTheMarket.com; The M&M’s Spokescandies mascots for Mars’ M&M’s chocolate; and Mr Peanut mascot for Planters peanuts. A literary approach was adopted when tackling this mysterious process of creating marketing mascots. Secondly, this thesis sets out to analyse consumer engagement with the brands via their engagement with the selected marketing mascots. Six forms of consumer engagement were identified which were perceived to have an effect on the narrative of marketing mascots. The discussion section of this thesis creatively links the empirical evidence presented in the findings chapters and the insights from the literature with novels, storytelling and genre reading. The prominence of these have led to the development of a Literary Wheel model that has scope for use by industry and offers a direction for future research. In conclusion, this research contributes to knowledge in the field of brand anthropomorphism. It provides a formula for the creation of captivating marketing mascots that fulfil the needs of our increasingly communication hungry culture, encouraging elevated consumer engagement and the development of stronger consumer-brand relationships.
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Chatfield, James A. "Force feedback for anthropomorphic teleoperated mechanisms." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA302942.

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Dalibard, Sébastien. "Planification de mouvement pour systèmes anthropomorphes." Phd thesis, Institut National Polytechnique de Toulouse - INPT, 2011. http://tel.archives-ouvertes.fr/tel-00619439.

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L'objet de cette thèse est le développement et l'étude des algorithmes de planification de mouvement pour les systèmes hautement dimensionnés que sont les robots humanoïdes et les acteurs virtuels. Plusieurs adaptations des méthodes génériques de planification de mouvement randomisées sont proposées et discutées. Une première contribution concerne l'utilisation de techniques de réduction de dimension linéaire pour accélérer les algorithmes d'échantillonnage. Cette méthode permet d'identifier en ligne quand un processus de planification passe par un passage étroit de l'espace des configurations et adapte l'exploration en fonction. Cet algorithme convient particulièrement bien aux problèmes difficiles de la planification de mouvement pour l'animation graphique. La deuxième contribution est le développement d'algorithmes randomisés de planification sous contraintes. Il s'agit d'une intégration d'outils de cinématique inverse hiérarchisée aux algorithmes de planification de mouvement randomisés. On illustre cette méthodes sur différents problèmes de manipulation pour robots humanoïdes. Cette contribution est généralisée à la planification de mouvements corps-complet nécessitant de la marche. La dernière contribution présentée dans cette thèse est l'utilisation des méthodes précédentes pour résoudre des tâches de manipulation complexes par un robot humanoïde. Nous présentons en particulier un formalisme destiné à représenter les informations propres à l'objet manipulé utilisables par un planificateur de mouvement. Ce formalisme est présenté sous le nom d'"objets documentés".
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Bliss, Gillian E. "Redefining the anthropomorphic animal in animation." Thesis, Loughborough University, 2017. https://dspace.lboro.ac.uk/2134/27423.

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The use of anthropomorphic animal characters is pervasive in animation, but there has been little examination of how and why these are created, and how a viewing audience understands them. This Practice-based PhD examines how a re-defining of anthropomorphic and zoomorphic representation might bring a new impetus to the use of animal imagery within contemporary animation practice. An initial stage of research was to define the term anthropomorphism both as a visual language within animation practice and in the wider contexts of scientific and philosophical discourse. Social and psychological aspects are discussed, recognising this form of hybrid representation throughout the development of human culture. Links with Human Animal Studies disciplines raised the question of relating anthropomorphism to negative aspects of anthropocentrism and this led to a second stage of the research that explores ways of working with anthropomorphism that do not promote an anthropocentric bias. This is firstly achieved through the devising of a new theoretical approach to character analysis that is based on the recognition of perceptual aesthetic and sensual animal qualities in human-led , animal-led and design-led anthropomorphic characters, rather than a reliance on conceptual symbolic referencing of human experiences, goals, and narratives. Moving into the practice and influence from historical animation work provides impetus for a move away from character and narrative based work. Experimental animation techniques are used to create rhythms and patterns of abstracted animal and human imagery. This new work is based on contemporary ecological ideas that discuss relationships between humans and animals as interconnected species, thus providing a second way of lessening of anthropocentric bias in the subject matter. Having a starting point of aesthetic and sensual responses to actual experiences with animals is an important factor and live action film is re-animated to create digitally manipulated rhythms of colour, texture, movement and sound. The practical research outcomes are animation samples that evidence the coming together of experimental digital techniques and contemporary ecological subject matter. An action research model was devised for the research to enable the integration of theory and practice, and reflection on theory and practice to have an important influence on the practical outcomes. The approach taken was dependent on experience as a creative practitioner and as a teacher helping others to develop a sustainable creative practice, in allowing an open and intuitive discovery of ideas from both theoretical and practical explorations to create a flow through the research. The combination of theoretical and practical research undertaken provides an impetus towards the creation of future animation work using an anthropomorphic visual language redefined as zooanthropomorphic animation . The submission includes outcomes of a written thesis and links to practical animation work.
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Teyssier, Marc. "Anthropomorphic devices for affective touch communication." Electronic Thesis or Diss., Institut polytechnique de Paris, 2020. http://www.theses.fr/2020IPPAT023.

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La communication des émotions est importante pour le bien-être physique et psychologique des humains.Nous communiquons nos émotions par la voix, mais aussi par le langage corporel comme les expressions faciales, la posture ou le toucher. Parmi ces éléments de communication non verbal, la modalité tactile joue un rôle particulier. Le toucher se produit dans des situations de co-localisation et implique un contact physique entre deux individus. Un contact tactile peut transmettre des émotions comme le fait de réconforter une personne en lui caressant doucement le bras.Les technologies et les dispositifs actuels utilisés pour la communication médiée ne sont pas conçus pour prendre en charge la communication affective par le toucher.Il est donc nécessaire d'avoir de nouvelles interfaces pour la médiation du toucher, à la fois pour détecter le toucher (pour remplacer la peau du récepteur) ainsi que pour transmettre le toucher (pour remplacer la main de l'émetteur).Pour explorer ce sujet, je prends inspiration du corps humain pour éclairer la conception de nouvelles interfaces. Je mets en avant l'utilisation des affordances anthropomorphiques pour concevoir des interfaces qui bénéficient de notre connaissance de l'interaction physique avec d'autres humains.Les affordances anthropomorphiques utilisent notre projection du fonctionnement et du comportement humains dans les attributs d'un objet, afin de suggérer les façons de l'utiliser.L'anthropomorphisme a reçu peu d'attention jusqu'à présent dans le domaine de l'Interaction Homme-Machine (IHM) ; son espace de conception est encore largement inexploré. Dans cette thèse, j'explore cet espace de conception et je me concentre sur l'augmentation des dispositifs mobiles et robotiques avec des capacités tactiles pour améliorer la transmission des émotions afin d'enrichir la communication sociale.Ceci soulève deux principaux problèmes de recherche, qui sont abordés dans cette thèse.Un premier problème est de définir le type de dispositif nécessaire pour réaliser un toucher. Actuellement, les dispositifs robotiques ne produisent pas un toucher proche de celui de l'humain.Dans la première partie de cette thèse, je me concentre sur la conception et l'implémentation d'interfaces capables de produire un toucher proche de celui de l'humain.Je mets en évidence différent facteurs qui composent le toucher humain et qui peuvent être reproduits par un dispositif robotique. J'évalue ensuite expérimentalement l'impact du toucher reproduit par un robot sur la perception des émotions.Je me suis appuyé sur ces premières résultats pour proposer Mobilimb, un bras robotique de petite taille qui peut être connecté à des appareils mobiles et qui peut toucher l'utilisateur.Un deuxième problème consiste à développer des interfaces capables de détecter le toucher. Mon approche est d'intégrer une peau artificielle, ressemblante à la peau humaine, sur des appareils existants.Je propose les prérequis pour reproduire de la peau humaine, ainsi qu'une méthode de fabrication pour reproduire ses propriétés visuelles, tactiles et kinesthésiques. Je propose ensuite une implémentation de peau artificielle qui peut être intégrée sur des dispositifs existants et qui peut détecter des gestes expressifs de toucher. Cette interface est ensuite utilisée pour explorer diverses applications et scénarios.En résumé, cette thèse contribue à la conception et à la compréhension des dispositifs anthropomorphiques pour la communication tactile affective. Je propose d'utiliser les affordances anthropomorphiques pour concevoir des interfaces.Pour aborder les questions de recherche de cette thèse, je me suis appuyé sur les caractéristiques biologiques humaines et les outils et méthodes de fabrication numérique. Les dispositifs présentés dans cette thèse proposent de nouvelles contributions techniques et empiriques autour de la détection et de la génération du toucher
Communicating emotions is important for human attachment and bonding as well as for physical and psychological well-being.We communicate emotions through voice, but also through body language such as facial expressions, posture or touch. Among all these nonverbal cues, the tactile modality plays a particular role. Touch happens in co-located situations and involves physical contact between two individuals. A touch contact can convey emotions such as comforting someone by gently stroking her arm.Current technologies and devices used for mediated communication are not designed to support affective touch communication.There is a need to have new interfaces to mediate touch, both to detect touch (to replace the receiver's skin) and to convey touch (to replace the emitter's hand).My approach takes inspiration from the human body to inform the design of new interfaces. I promote the use of anthropomorphic affordances to design interfaces that benefit from our knowledge of physical interaction with other humans.Anthropomorphic affordances project human functioning and behaviour to the attributes of an object to suggest ways of using it. However, anthropomorphism has received little attention so far in the field of Human-Computer Interaction; its design space is still largely unexplored. In this thesis, I explore this design space and focus on augmenting mobile and robotic devices with tactile capabilities to enhance the conveying of emotions to enrich social communication.This raises two main research problems addressed in this thesis.A first problem is to define the type of device needed to perform touch. Current actuated devices do not produce human-like touch.In the first part of this thesis, I focus on the design and implementation of interfaces capable of producing humanlike touch output.I highlight human touch factors that can be reproduced by an actuated device. I then experimentally evaluate the impact of humanlike device-initiated touch on the perception of emotions.Finally, I built on top of these findings to propose Mobilimb, a small-scale robotic arm that can be connected onto mobile devices and can touch the user.A second problem is to develop interfaces capable of detecting touch input. My approach is to integrate humanlike artificial skin onto existing devices.I propose requirements to replicate the human skin, and a fabrication method for reproducing its visual, tactile and kinaesthetic properties. I then propose an implementation of artificial skin that can be integrated onto existing devices and can sense expressive touch gestures. This interface is then used to explore possible scenarios and applications for mediated touch input.In summary, this thesis contributes to the design and understanding of anthropomorphic devices for affective touch communication. I propose to use anthropomorphic affordances to design interfaces.To address the research questions of this thesis, I built upon human biological characteristics and digital fabrication tools and methods. The devices presented in this thesis propose new technical and empirical contributions around touch detection and touch generation
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Shannon, Colleen Elizabeth. "Recurrent Gait of Anthropomorphic, Bipedal Walkers." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33322.

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This thesis explores the dynamics of two bipedal, passive-walker models that are free to move in a three-dimensional environment. Specifically, two rigid-bodied walkers that can sustain anthropomorphic gait down an inclined plane with gravity being the only source of energy were studied using standard dynamical systems methods. This includes calculating the stability of periodic orbits and varying the system parameter to create bifurcation diagrams and to address the persistence of a periodic solution under specific parameter variations. These periodic orbits are found by implementing the Newton-Raphson root solving scheme. The dynamical systems associated with these periodic orbits are not completely smooth. Instead, they include discontinuities, such as those produced due to forces at foot contact points and during knee hyper-extension. These discontinuities are addressed in the stability calculations through appropriate discontinuity mappings. The difference between the two walker models is the number of degrees of freedom (DOF) at the hip. Humans possess three DOF at each hip joint, one DOF at each knee joint, and at least two DOF at each ankle joint. The first walker model studied had revolute joints at the hips and knees and completely locked ankles. To make the walking motion more anthropomorphic, additional degrees of freedom were added to the hip. Specifically, the second walker model has ball joints at the hips. Two control algorithms are used for controlling the local stability of periodic motions for both walker models. The methods, reference and delay feedback control, rely on the presence of discontinuities in the system. Moreover, it is possible to predict the effects of the control strategy based entirely on information from the uncontrolled system. Control is applied to both passive walker models to try and stabilize an unstable periodic gait by making small, discrete, changes in the foot orientation during gait. Results show that both methods are successful in stabilizing an unstable walking motion for a 3D model with one DOF in each hip and to reduce the instability of the walking motions for the model having more mobility in the hip joints.
Master of Science
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31

Maillot, Thibault. "Planification de trajectoire pour drones de combat." Phd thesis, Toulon, 2013. http://tel.archives-ouvertes.fr/tel-00954584.

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L'objectif principal de ce travail est l'étude de la planification de trajectoires pour des drones de type HALE ou MALE. Les modèles cinématiques de ces drones sont étudiés. Les drones HALE sont modélisés par le système de Dubins. Pour les drones MALE, le modèle est construit en étudiant le repère cinématique du drone. Nous considérons les problèmes de planification de trajectoires point-point et point-pattern. Il s'agit, à partir de la position courante du drone, de rejoindre un point ou une figure prédéfinie dans l'espace. La planification point-point est abordée sous forme d'un problème de contrôle optimal. Deux méthodes sont proposées pour résoudre le problème point-pattern. D'abord nous présentons la synthèse en temps minimal pour le système de Dubins. Ensuite, nous développons une méthode basée sur le principe de LaSalle. La première méthode est utilisée au sein d'un algorithme de planification pour des drones HALE. La deuxième permet de stabiliser les deux types de drones considérés vers un pattern. Nous proposons une extension des algorithmes de planification développés, basée sur une discrétisation del'espace grâce aux graphes de Voronoï et une méthode de planification discrète, pour construire des trajectoiresdans des milieux encombrés. Nous étudions également le problème de couplage drone/capteur. Il s'agit de calculer une trajectoire permettant de satisfaire les objectifs du drone et de son capteur (une caméra). L'algorithme proposé est construit à partir de la résolution d'un problème quadratique sous contraintes.Dans une seconde partie, nous analysons un problème de contrôle optimal inverse. Celui-ci permet d'améliorer les résultats des méthodes de planification en s'inspirant du comportement des pilotes. Après avoir posé le problème, les résultats théoriques sont exposés et le cas particulier du système de Dubins est étudié en pratique.
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Watt, Stuart Neil Kennaway. "Seeing things as people : anthropomorphism and common-sense psychology." Thesis, Open University, 1997. http://oro.open.ac.uk/57722/.

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This thesis is about common-sense psychology and its role in cognitive science. Put simply, the argument is that common-sense psychology is important because it offers clues to some complex problems in cognitive science, and because common-sense psychology has significant effects on our intuitions, both in science and on an everyday level. The thesis develops a theory of anthropomorphism in common-sense psychology. Anthropomorphism, the natural human tendency to ascribe human characteristics (and especially human mental characteristics) to things that aren't human, is an important theme in the thesis. Anthropomorphism reveals an endemic anthropocentricity that deeply influences our thinking about other minds. The thesis then constructs a descriptive model of anthropomorphism in common-sense psychology, and uses it to analyse two studies of the ascription of mental states. The first, Baron- Cohen et al. 's (1985) false belief test, shows how cognitive modelling can be used to compare different theories of common-sense psychology. The second study, Searle's (1980) `Chinese Room', shows 'that this same model can reproduce the patterns of scientific intuitions taken to systems which pass the Turing test (Turing, 1950), suggesting that it is best seen as a common-sense test for a mind, not a scientific one. Finally, the thesis argues that scientific theories involving the ascription of mentality through a model or a metaphor are partly dependent on each individual scientist's common-sense psychology. To conclude, this thesis develops an interdisciplinary study of common-sense psychology and shows that its effects are more wide ranging than is commonly thought. This means that it affects science more than might be expected, but that careful study can help us to become mindful of these effects. Within this new framework, a proper understanding of common-sense psychology could lay important new foundations for the future of cognitive science.
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Schuepfer, Kurt. "The Impact of Anthropomorphism Type on Social Exclusion Recovery." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami150020507142374.

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34

Zlotowski, Jakub Aleksander. "Understanding Anthropomorphism in the Interaction Between Users and Robots." Thesis, University of Canterbury. HIT Lab NZ, 2015. http://hdl.handle.net/10092/11259.

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Anthropomorphism is a common phenomenon when people attribute human characteristics to non-human objects. It plays an important role in acceptance of robots in natural human environments. Various studies in the field of Human-Robot Interaction (HRI) show that there are various factors that can affect the extent to which a robot is anthropomorphized. However, our knowledge of this phenomenon is segmented, as there is a lack of a coherent model of anthropomorphism that could consistently explain these findings. A robot should be able to adjust its level of anthropomorphism to a level that can optimize its task performance. In order to do that, robotic system designers must know which characteristics affect the perception of robots' anthropomorphism. Currently, existing models of anthropomorphism emphasize the importance of the context and perceiver in this phenomenon, but provide little guidelines regarding the factors of a perceived object that are affecting it. The proposed reverse process to anthropomorphization is known as dehumanization. In the recent years research in social psychology has found which characteristics are deprived from people who are perceived as subhumans or are objectified. Furthermore, the process of dehumanization is two dimensional rather than unidimensional. This thesis discusses a model of anthropomorphism that uses characteristics from both dimensions of dehumanization and those relating to robots' physical appearance to affect the anthropomorphism of a robot. Furthermore, involvement of implicit and explicit processes in anthropomorphization are discussed. In this thesis I present five empirical studies that were conducted to explore anthropomorphism in HRI. Chapter 3 discusses development and validation of a cognitive measurement of humanlikeness using the magnitude of the inversion effect. Although robot stimuli were processed more similarly to human stimuli rather than objects and induced the inversion effect, the results suggest that this measure has limited potential for measuring humanlikeness due to the low variance that it can explain. The second experiment, presented in Chapter 4 explored the involvement of Type I and Type II processing in anthropomorphism. The main findings of this study suggest that anthropomorphism is not a result of a dual-process and self-reports have a potential to be suitable measurement tools of anthropomorphism. Chapter 5 presents the first empirical work on the dimensionality of anthropomorphism. Only perceived emotionality of a robot, but not its perceived intelligence, affects its anthropomorphization. This finding is further supported by a follow up experiment, presented in Chapter 6, that shows that Human Uniqueness dimension is less relevant for a robot's anthropomorphiazability than Human Nature (HN) dimension. Intentionality of a robot did not result in its higher anthropomorphizability. Furthermore, this experiment showed that humanlike appearance of a robot is not linearly related with its anthropomorphism during HRI. The lack of linear relationship between humanlike appearance and attribution of HN traits to a robot during HRI is further supported by the study described in Chapter 7. This last experiment shows also that another factor of HN, sociability, affects the extent to which a robot is anthropomorphized and therefore the relevance of HN dimension in the process of anthropomorphization. This thesis elaborates on the process of anthropomorphism as an important factor affecting HRI. Without fully understanding the process itself and what factors make robots to be anthropomorphized it is hard to measure the impact of anthropomorphism on HRI. It is hoped that understanding anthropomorphism in HRI will make it possible to design interactions in a way that optimizes the benefits of that phenomenon for an interaction.
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Sheehan, Benjamin T. "Customer service chatbots: Anthropomorphism, adoption and word of mouth." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/121188/1/Benjamin_Sheehan_Thesis.pdf.

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Chatbots can be configured to provide customer service. This thesis submits two quantitative studies to support the idea that a chatbot's perceived humanness is important to consumers. Preliminary results suggest that the anthropomorphism of a chatbot leads to increases in adoption and recommendation intent. Furthermore, the source of the anthropomorphic perceptions appears linked to a chatbot's use of specific linguistic stratagems which can be manipulated by practitioners and researchers.
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Davies, M. I. "Generating anthropomorphic NPC controllers with genetic profiling." Thesis, University of Essex, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.654459.

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This thesis highlights the research and findings of a PhD project designed to investigate whether mimicry!, Genetic Programming and computer game technologies could be used to create controllers for artificial humans that encourage anthropomorphic behaviour. From an initial broad research focus, the project eventually concentrated on the anthropomorphic attributes of behaviours demonstrated by Non-Player Characters (NPCs) used by computer games. In a deliberate attempt to uncover a viable alternative to existing mechanisms, the project sought to apply Artificial Intelligence systems more commonly used in academic Computer Science research to a computer game context. As part of this research, a new Artificial Intelligence mechanism was developed, (UK Patent Application No. 1012243.0), which combined elements of Genetic Programming and mimicry. The new mechanism was subsequently dubbed 'Genetic Profiling' and forms the core research presented herein. To further investigate the Genetic Profiling mechanism a number of environments were required either to act as evaluation test-beds or as an integral part of the new Artificial Intelligence strategy by supplying raw behavioural data from real people. The iWorld concept outlined in this document categorises these augmented environments, which could exist as physical, virtual or mixed-reality entities. Several iWorlds were created for use by this project, including the deployment of a Massive Multiuser Online (MMO) environment. Each was used to evaluate different implementations of the Genetic Profiling mechanism, including several possible strategies for generating and representing artificial behavioural data. Most of these iWorlds were customised to evaluate the performance of generated NPC controllers with special regard to a specific aspect of computer game design. In addition to extensive quantitative testing, the anthropomorphic attributes of artificial Genetic Profiling NPC controllers were evaluated qualitatively, using a bespoke testing strategy inspired by the 'Turing Test' experiments. Furthermore, to provide additional grounding and justification, models and theories from Psychology concerning human personalities were adapted to allow better representation and analysis of generated behaviours. Inspired by this research, the project proposes a hierarchical architecture describing the structure and contents of artificial human personalities generated using the Genetic Profiling mechanism. By grounding the artificial behaviours produced by Genetic Profiling in this way it was possible to identify sets of rudimentary Traits in artificial personalities, based upon the behavioural content generated for NPC controllers. At the time of writing, in addition to a patent application the research performed by this project and results from some of its investigations have provided content for a number of peer-reviewed international conference and journal papers. Essentially, the research presented in this document details the first-steps of a new paradigm for potentially allowing NPCs present in computer games to behave more like human players. As such, based upon this initial ground-world, there are several possible directions and augmentations that could potentially be made to the Genetic Profiling mechanism, should this project be continued in the future.
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Murano, Pietro. "Usability investigation of anthropomorphic user interface feedback." Thesis, Heriot-Watt University, 2009. http://hdl.handle.net/10399/2241.

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This research has investigated the usability of anthropomorphic feedback. This investigation has been very important and useful for the research community and user interface developers because knowing definitively if an anthropomorphic type of feedback is usable or not is an unresolved issue. Therefore this research aimed to find out if anthropomorphic feedback is indeed more effective and more satisfying to use than conventional user interface feedbacks. It was also the aim of this research to devise a model for appropriate use of anthropomorphic feedback. The research conducted used a hypothetico-inductive approach and in conjunction with this, experimental techniques were used. Empirical data was collected and analysed. The body of research conducted has contributed to six novel and significant contributions to knowledge. The first contribution to knowledge concerns the fact that this research began by looking at contextual and domain issues concerning feedback types and their appropriateness. However following several experiments, the results suggested that context and domain were not the main factors involved for the results obtained and also the results obtained by other researchers. The second contribution to knowledge concerns the novel way the experiments and tasks were designed and executed. Having concluded that the domain and context were not the crucial elements to consider, other issues were therefore investigated. These concerned the possibility that other factors at the user interface (and not the actual anthropomorphic appearance) were affecting the results. The aspects specifically investigated were Cognitive Load Theory, Baddeley’s Working Memory Theory and the Theory of Affordances. The investigation suggests that Cognitive Load Theory and Baddeley’s Working Memory Theory do not explain the results obtained. These two analyses constitute two further contributions to knowledge as these analyses have not been conducted before on such issues. However the Theory of Affordances does explain the results of the suite of experiments conducted and also the results of a sample of research conducted by other authors. This analysis adds a further contribution to knowledge suggesting that the facilitation of various strands of affordances are key to the usability of an interface, rather than their being anthropomorphic. The last contribution to knowledge of this research is now proposing a tentative model concerning user interface feedback and the Theory of Affordances.
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38

Elbrechter, Christof [Verfasser]. "Towards Anthropomorphic Robotic Paper Manipulation / Christof Elbrechter." Bielefeld : Universitätsbibliothek Bielefeld, 2020. http://d-nb.info/1207996432/34.

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39

Wieber, Pierre-Brice. "Modélisation et commande d'un robot marcheur anthropomorphe." Phd thesis, École Nationale Supérieure des Mines de Paris, 2000. http://tel.archives-ouvertes.fr/tel-00390898.

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Les robots marcheurs présentent une instabilité structurelle, du fait de contraintes dynamiques qui restreignent fortement l'étendue des mouvements qu'ils peuvent accomplir.
Nous commençons alors par proposer une formulation de la dynamique des robots marcheurs qui fait apparaître la structure spécifique de ces contraintes, démontrant notamment l'importance des appuis au sol. En s'appuyant ensuite sur la notion de viabilité, nous développons un point de vue inédit sur l'équilibre des robots marcheurs, ce qui nous amène à proposer une loi de commande totalement nouvelle, évaluant en permanence, parmi un ensemble de mouvements connus, ceux que le robot est capable de réaliser compte tenu de son état dynamique.
Un ensemble de développements logiciels et de travaux expérimentaux sont également entrepris autour du robot BIP, robot anthropomorphe comportant 15 articulations actionnées.
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40

Wieber, Pierre-Brice. "Modelisation et commande d'un robot marcheur anthropomorphe." Paris, ENMP, 2000. https://pastel.archives-ouvertes.fr/tel-00390898.

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Les robots marcheurs presentent une instabilite structurelle, du fait de contraintes dynamiques qui restreignent fortement l'etendue des mouvements qu'ils peuvent accomplir. Nous commencons alors par proposer une formulation de la dynamique des robots marcheurs qui fait apparaitre la structure specifique de ces contraintes, demontrant notamment l'importance des appuis au sol. En s'appuyant ensuite sur la notion de viabilite, nous developpons un point de vue inedit sur l'equilibre des robots marcheurs, ce qui nous amene a proposer une loi de commande totalement nouvelle, evaluant en permanence, parmi un ensemble de mouvements connus, ceux que le robot est capable de realiser compte tenu de son etat dynamique. Un ensemble de developpements logiciels et de travaux experimentaux sont egalement entrepris autour du robot bip, robot anthropomorphe comportant 15 articulations actionnees.
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41

Bahlenberg, Robin, and Xing Yan. "Anthropomorphic design and anticipated user experience : A two-step provocational design study of the user experience of smart anthropomorphic products." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161105.

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We often see anthropomorphic designs in movies as highly intelligent robots, created to make our lives easier, but anthropomorphic is far more common than that. From cameras that look like eyes to face and voice recognition technology and avatars used by companies to support their brands. Despite this, relatively little research has been made about anthropomorphism in smart everyday products, and how that affects the anticipated user experience. Two provocative studies were conducted, where the participants provided their first impressions to picture prototypes. This generated an understanding of the general opinion of anthropomorphic designs, and when added a smart daily product. These studies showed that people are open to the idea of anthropomorphic designs, but the practicality and functionality are crucial. Through identification of multiple themes and thorough analysis, this study can serve as a blueprint to aid future studies about the anticipated user experience of smart daily products with anthropomorphic elements.
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42

Morgan, Matt. "CREATURE COMFORT: ANTHROPOMORPHISM, SEXUALITY, AND REVITALIZATION IN THE FURRY FANDOM." MSSTATE, 2008. http://sun.library.msstate.edu/ETD-db/theses/available/etd-04042008-164344/.

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This paper attempts to describe and analyze the culture of the furry fandom within the context of anthropologist Anthony Wallaces model of cultural revitalization movements. This paper argues that the furry fandom represents a modern, subcultural revitalization movement in which values, identity, and sexuality are transformed through the mechanism of zoomorphic symbolism. Over one-hundred interviewees were formally and/or informally interviewed during the course of this study. Interviewees generally expressed a deep affinity for childhood and a negative perspective on adolescent culture. This paper argues that the transformation of identity present in the furry fandom is based on a synthesis of idealized concepts of childhood culture and reactions to negative-self images developed during adolescence. This revitalization process is most evident in the sexual practices of many furries. Rather than a conglomeration of fetishes, the sexual practices of the fandom represent an attempt to redefine individuals "mazeways" through the merging of childhood iconography with sexual empowerment and other traits desired by interviewees.
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43

Brewer, Jennifer Jasmine. "Carebot: Effects of anthropomorphism and language from a healthcare robot." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1468866588.

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44

Latour, David. "L'éthique écologique chez Henri David Thoreau." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM3077.

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L’écriture de la nature de Thoreau plonge ses racines dans la Nouvelle-Angleterre du XIXe. Nourri de ses valeurs, l’auteur montre comment la vie doit être économisée et non dépensée en vain dans des activités frivoles. Pour se faire, il choisit la voie de la simplicité et de la solitude dans la nature ce qui lui permet de remettre en cause ce que la société considère d’ordinaire comme des vertus. Vivre seul dans la nature sauvage est un moyen anthropocentrique pour accéder au bonheur car la nature apporte à l’homme tout ce dont il a besoin. Ainsi, Thoreau est un naturaliste qui vit dans la nature et la parcourt. Son naturalisme s’éloigne de plus en plus des théories emersoniennes sur l’immanence. Le véritable scientifique sait regarder les animaux en engageant sa subjectivité et peut aller jusqu’à voir dans certains animaux l’incarnation de vertus.Pour nuancer cet anthropocentrisme, Thoreau appelle au zoocentrisme. Celui-ci peut même amener à une cohabitation pacifique entre les espèces. Toutefois, l’écriture et la pratique de Thoreau sont nourries de paradoxes en ce qui concerne la chasse, la pêche et le végétarisme. Pour vivre en harmonie avec la nature, Thoreau se rapproche du modèle indien qui a ses limites. Parmi quelques suggestions, Thoreau est le premier à proposer la création de parcs nationaux
Thoreau’s nature writing is rooted in 19th century New-England. Fed on New-England’s values, the author shows life should be spared and not spent in vain in mundane activities. In order for him to do so, he chooses the way of a life of simplicity and solitude in nature, which enables him to question what society traditionally sees as virtues.Living alone in the wild is an anthropocentric means to reach happiness because nature provides man with all that he needs. Hence, Thoreau is a naturalist who lives in nature and walks in ii. His naturalism becomes more and more estranged from Emerson’s theory on immanence. The real scientist can watch animals using his subjectivity and can go so far as to see in certain animals the incarnation of some virtues.To nuance this anthropomorphist approach, Thoreau advocates zoocentrism. This point of view can even lead to a peaceful cohabitation between species. However, Thoreau’s writing and actions are fed with paradoxes as far as hunting, fishing and being a vegetarian is concerned. To live in harmony with nature, Thoreau gests closer to the Indian model which has limits. Thoreau makes many suggestions, among which the creation of national parks
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El, Jamal Rayanne. "La construction du concept du vivant en sciences et les jeux vidéo de simulation d'animaux virtuels : étude de conceptions des élèves de l'école primaire au Liban et en France." Thesis, Aix-Marseille, 2018. http://www.theses.fr/2018AIXM0310.

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Notre recherche consiste à comprendre quels sont les effets des jeux vidéo de simulation d’animaux virtuels sur les conceptions du vivant, en particulier sur la distinction entre ce qui est vivant et ce qui ne l’est pas. Pour ce faire, il s’agit d’identifier les différences conceptuelles entre les populations de joueurs et de non-joueurs aux jeux vidéo de simulation d’animaux virtuels. Tout d'abord, nous avons fait une enquête exploratoire identifiant les pratiques vidéo ludiques des enfants. Cette enquête a permis de sélectionner les deux jeux les plus utilisés par les enfants de cet âge : Talking TOM et POU. Notre étude porte plus particulièrement sur ces deux jeux. Un questionnaire a été diffusé au Liban et en France pour étudier la façon dont les joueurs et les non-joueurs à ces deux jeux conçoivent le vivant. Au total 916 enfants âgés de 9 à 12 ans ont rempli ce questionnaire. Au Liban, le questionnaire a été suivi de 21 entretiens avec des élèves. Les questionnaires ont été traités statistiquement afin de faire émerger les différences et les similitudes entre les populations de joueurs et de non-joueurs en France et au Liban. Les entretiens ont été analysés par une analyse thématique de contenu suivie par une analyse lexicale et ont permis une exploitation plus qualitative des résultats. Les résultats montrent que les entretiens et les questionnaires convergent fortement vers l’hypothèse d’une influence des jeux sur la construction de la notion de vie chez les joueurs des deux pays. En effet, au Liban et en France les utilisateurs de TOM et POU ont des conceptions significativement plus anthropomorphiques, animistes et anthropocentriques que ceux qui n’y jouent pas
Our research is to understand the effects of video games simulating virtual animals on the concepts of life, especially the distinction between what is alive and what is not. To do this, it is a question of identifying the conceptual differences between the populations of players and non-players in virtual animal simulation video games. First, we did an exploratory survey identifying children's playful video practices. This survey allowed selecting the two most used games by children of this age: Talking TOM and POU. Our study focuses on these two games. A questionnaire has been distributed in Lebanon and France to study how players and non-players in TOM and / or POU design the living. A total of 916 children aged 9 to 12 completed this questionnaire. In Lebanon, 21 interviews with students followed the questionnaire. The questionnaires were statistically analyzed to reveal the differences and similarities between the populations of players and non-players in France and Lebanon. The interviews had been analyzed by a thematic analysis of content followed by a lexical analysis and allowed a qualitative exploitation of the results. The results show that interviews and questionnaires strongly converge on the hypothesis of an influence of games on the construction of the notion of life among players of both countries. Indeed, in Lebanon and France users of TOM and POU have significantly more anthropomorphic, animistic and anthropocentric conceptions than those who do not play it
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46

Sayah, Rima. "Evaluations des doses dues aux neutrons secondaires reçues par des patients de différents âges traités par protonthérapie pour des tumeurs intracrâniennes." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00810289.

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La protonthérapie est une technique avancée de radiothérapie qui permet de délivrer une dose élevée à la tumeur, tout en épargnant au mieux les tissus sains environnants, grâce aux propriétés balistiques des protons. Cependant, des particules secondaires, principalement des neutrons, sont créées par les interactions nucléaires que les protons initient dans les composantes de la ligne et de la salle de traitement, ainsi que dans le patient. Ces neutrons secondaires conduisent à des doses indésirables déposées aux tissus sains situés à distance du volume cible, dont la conséquence pourrait être une augmentation du risque de développement de seconds cancers chez les patients traités et en particulier chez les enfants. Cette thèse a pour objectif d'évaluer par calcul les doses dues aux neutrons secondaires reçues par des patients de différents âges traités à l'Institut Curie- centre de protonthérapie d'Orsay (ICPO) par des faisceaux de protons de 178 MeV pour des tumeurs intracrâniennes. Les traitements sont réalisés dans la nouvelle salle de l'ICPO équipée d'un bras isocentrique IBA. Les composants de la ligne et de la salle de traitement ainsi que la source de protons ont été modélisés à l'aide du code de calcul Monte Carlo MCNPX. Le modèle obtenu a été validé par une série de comparaisons de calculs à des mesures expérimentales. Ces comparaisons ont concerné : a) les distributions de doses latérales et en profondeur du faisceau de protons primaire dans un fantôme d'eau, b) la spectrométrie des neutrons en une point de la salle, c) les équivalents de doses ambiants en différents points de la salle et d) les doses à distance du volume cible au sein d'un fantôme physique anthropomorhe. Des accords satisfaisants ont été obtenus entre les calculs et les mesures, permettant ainsi de considérer le modèle comme validé.Les fantômes hybrides-voxels de différents âges, développés par l'Université de Floride ont été ensuite introduits dans le modèle et des calculs de doses dues aux neutrons secondaires aux différents organes de ces fantômes ont été réalisés. Les doses diminuent lorsque la distance de l'organe au champ de traitement augmente et lorsque l'âge du patient augmente. Un patient de 1 an peut recevoir des doses deux fois plus élevées qu'un adulte. La dose maximale, égale à 16,5 mGy pour un traitement délivrant 54 Gy à la tumeur, est reçue, pour le fantôme de 1 an, par les glandes salivaires. Une incidence latérale (gauche ou droite) du faisceau de protons peut délivrer des doses deux fois plus élevées qu'une incidence supérieure (gauche ou droite), et quatre fois plus élevées qu'une incidence antéro-supérieure pour certains organes. Des doses équivalentes aux organes dues aux neutrons ont été aussi calculées. Les facteurs de pondération wR des neutrons varient entre 4 et 10, et les doses équivalentes atteignent au maximum 155 mSv au cours d'un traitement complet.
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47

El, Khoury Antonio. "Planification de Mouvements Optimaux pour des Systèmes Anthropomorphes." Phd thesis, Université Paul Sabatier - Toulouse III, 2013. http://tel.archives-ouvertes.fr/tel-00833019.

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L'objet de cette thèse est le développement et l'étude d'algorithmes de planification de mouvements optimaux pour des systèmes anthropomorphes sous-actionnées et hautement dimensionnés, à l'instar des robots humanoïdes et des acteurs virtuels. Des méthodes de planification aléatoires et de commande optimale sont proposées et discutées. Une première contribution concerne l'utilisation d'une méthode efficace de recherche dans un graphe pour l'optimisation de trajectoires de marche planifiées pour un système modélisé par sa boîte englobante. La deuxième contribution concerne l'utilisation de méthodes de planification aléatoires sous contraintes afin de planifier de façon générique des mouvements corps-complet de marche et manipulation. Enfin nous développons une approche algorithmique qui combine des méthodes de planification aléatoires sous contraintes et de commande optimale. Cette approche permet de générer des mouvements dynamiques, rapides, et sans collision, en présence d'obstacles dans l'environnement du système.
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48

Gallois, Aurélie. "Personnages artificiels anthropomorphes et technologiques à la scène." Thesis, Bourgogne Franche-Comté, 2017. http://www.theses.fr/2017UBFCC016.

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De grands metteurs en scène, précurseurs d’un nouveau théâtre, tels que Maurice Maeterlinck ou Edward Gordon Craig, souhaitaient représenter la vie en ne se contentant plus de la présence corporelle de l’acteur mais en incorporant des éléments conventionnels à la scène. Ils refusaient la simple imitation du réel au profit d'un théâtre artificiel et symbolique, avec pour problématiques les questions de la représentation de la figure humaine et de l’illusion du vivant. Cette volonté de s’émanciper du corps de l’acteur tel qu’il est dans l’usage privé, dans le quotidien, par l’utilisation de masques, de marionnettes ou encore des techniques de leur temps, comme des jeux de lumières ou des effets d’optiques, annonçait déjà l’apparition des nouveaux médias sur le plateau. C’est dans cette filiation que sont apparus sur scène, dans les années 1990, de nombreux personnages inorganiques créées grâce à des projections vidéo sur supports bi ou tridimensionnels, des hologrammes, et par la présence de robots humanoïdes et androïdes. On retrouve cette volonté de remplacer les corps des acteurs par des personnages artificiels utilisant les technologies de notre temps avec les personnages vidéo de Denis Marleau et Stéphanie Jasmin, les hologrammes de Michel Lemieux et Victor Pilon ou encore les robots d’Oriza Hirata. Ces personnages atypiques, qu’ils possèdent ou non une matérialité sur scène, qu’ils soient physiques ou virtuels, possèdent différents niveaux de présences suivant leur intégration au plateau et la dramaturgie, leur autonomie et leurs interactions avec leur environnement ou les corps réels qui leur donnent la réplique et avec lesquels ils partagent la scène. Comme nous allons le découvrir, ces nouvelles pratiques et esthétiques théâtrales visant à utiliser des Personnages Artificiels Anthropomorphes et Technologiques (PAAT) questionnent l’impact de notre époque en pleine révolution numérique et robotique sur nos corporéités et notre humanité, ce qui soulève un certain nombre d'enjeux
Famous directors, precursors of a new theater, such as Maurice Materlinck or Edward Gordon Craig, wanted to represent life on stage, weaving some conventionnal elements into the stage, instead of just making the best of the bodily presence of the actor on stage. They repressed the very simple imitation of real for some artificial and symbolic theatre questionning the representation of human's figure and the illusion of the living. Getting rid of the actor's body like it is in its private use, in its everyday life, through the use of masks, puppets or even elder technologies as light works or optical effects, heralded the appearence of the new medias on stage. Thereby, emerged back in the 90's, many inorganic characters made with video projections in two or three dimensions, holograms, and the presence of humanoids and androids. We can find that will to replace the actors' bodies with artificial caracters using technological projections in Denis Marleau and Stéphanie Jasmin's video caracters, Michel Lemieux and Victor Pilon's holograms, and again in Oriza Hirata's robots. All these atypical characters, whether they own or not some materiality (or corporality) on stage, or that they are physical or virtual, all of these own different levels of presence according to their integration on stage and dramaturgy, to their self-suffiency and to the interplays they share with each their environnement and the real bodies with which they interact and perform. As we will see, these new theatrical and aesthetics practices that aim to use some Anthropomorphic and Technological Artificial Characters, do question the impact of our time, dealing with digital and robotic revolution, on our corporealities and our humanity, definitively raises a number of issues…
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49

Lam, Francis S. M. Massachusetts Institute of Technology. "Cheiro : creating expressive textual communication and anthropomorphic typography." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/36156.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes bibliographical references (leaves 64-66).
Despite rapid technological advancement and improvement in network bandwidth, people still like to use text for remote communication. Simplicity, directness and anonymity make textual chat the most popular method of communication in the technology-mediated world. In face-to-face communication, people can use gestures, facial expressions, eye gaze and other body languages to alter, emphasize or strengthen their spoken words. Unfortunately, current textual platforms do not have a proper channel for these cues and signals. These non-linguistic cues are able to convey social and emotional information accompanied by the spoken words. I argue that a well-designed textual communication system can increase the expressiveness of text-based chat environments, and we need to have a better chat interface to improve our social interactions in the digital world. Cheiro is an exploration of user-centered gesture-based interfaces that enable expressive textual communication.
(cont.) My approach is to use common input devices, such as mouse or keyboard, as the gestural interface to amplify or change the tone and meaning of the text, and send non-linguistic signals using graphical elements and anthropomorphized kinetic typography. The goal of this thesis is to find an intuitive mapping between the user's gestural input and the graphically enhanced text output, which constructs a novel expressive textual communication platform.
Francis Lam.
S.M.
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50

Tenim, Severin. "Design of an affordable anthropomorphic mechanical prosthetic hand." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/13280.

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Includes bibliographical references.
This dissertation outlines the conceptualisation, design, manufacture, assembly and experimental testing of an affordable anthropomorphic mechanical hand prosthesis. In many countries, upper-limb amputees lack access to prosthetic hand devices. Furthermore, currently available mechanical devices require a large amount of effort to actuate; fatiguing and frustrating patients who have no other alternative but to use them. Consequently, a need has arisen to provide a mechanical device that is affordable enough to be accessible to low and middle-income patients, is functional enough to allow users to easily perform their Activities of Daily Living (ADLs), and is aesthetically appealing enough to ensure that patients feel comfortable and confident when wearing it. Concept solutions of several mechanisms were identified and evaluated from which the final design was selected. Analytical force analysis was used to generate a mathematical model to analyse the response of each dynamic member in the hand. A linear relationship between the input-force and applied grasp-forces of the hand was identified. Finite Element Analysis (FEA) used to investigate the lateral and hyperextensive loading limits of the phalanges, generated results that corresponded well to the experimental outcomes. Amongst the utilised actuation mechanisms (levers, pulleys, tendon-wires, bearings and springs), the tendon-wires were of concern due to their repetitive tensile loading and relative movement with the phalanges. Tensile testing of various tendon-wires and endurance testing of the phalangeal tendon-channels, yielded a combination which surpassed the infinite life requirement of 1,200,000 loading cycles; with carbon-nylon contact wearing at the lowest rate as confirmed by gravimetric tests in accordance with ASTM F2025 (2000). Manufacture of the hand used rapid prototyping in combination with traditional machining methods and standard components, enabling a fully-assembled cost of R 11,628.37; below the required R 18,000 limit. Various power and precision grasping configurations were achieved and the contact forces satisfactorily maintained, using the hand’s built-in locking mechanism. Feedback gathered from the prosthetist and patients suggested making slight alterations to the hand’s aesthetics and to address minor functional challenges, such as the control of the closing trajectory for precision grasps.
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