Dissertations / Theses on the topic 'Anthropomorphise'
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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.
Full textLetheren, 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.
Full textJoyeux, 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.
Full textMy 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
Lawson-Guidigbe, Clarisse. "Assistant virtuel anthropomorphique pour la confiance dans la conduite automatisée." Thesis, Bordeaux, 2022. http://www.theses.fr/2022BORD0189.
Full textThis 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
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/.
Full textGipson, Lori A. "Anthropomorphia." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1366388626.
Full textMolloy, Claire. "Discourses of anthropomorphism." Thesis, Liverpool John Moores University, 2006. http://researchonline.ljmu.ac.uk/5858/.
Full textChalon, 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.
Full textRecchia, 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.
Full textThis 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
Collard, Marie-Louise. "Minoan anthropomorphic figurines." Thesis, University of Bristol, 1987. http://hdl.handle.net/1983/3af5555d-83ca-4dc7-9816-cd43eb77195c.
Full textWALLÉN, 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.
Full textRobotmanipulatorer 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.
Pearl, Alexander James. "Breakdown : mechanical dysfunction and anthropomorphism." Thesis, Manchester Metropolitan University, 2018. http://e-space.mmu.ac.uk/622002/.
Full textTahiroglu, Deniz, and Deniz Tahiroglu. "Development and Correlates of Anthropomorphism." Thesis, University of Oregon, 2012. http://hdl.handle.net/1794/12535.
Full textTurkel, William J. (William Joseph) 1967. "Anthropomorphic bias in naming." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/84771.
Full textWang, Wenhuan. "Social Disposition and Anthropomorphism of Smartphones." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19285.
Full textBarbier, Laura. "Influence comportementale online : études dans le paradigme de la soumission sans pression." Thesis, Université de Lorraine, 2018. http://www.theses.fr/2018LORR0127/document.
Full textThe 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
Carpentier, Justin. "Computational foundations of anthropomorphic locomotion." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30376/document.
Full textAnthropomorphic 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
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.
Full textParker, 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.
Full textRibeiro, 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.
Full textJain, 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.
Full textGiard, 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.
Full textMost 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
Cerruti, Giulio. "Design and Control of a Dexterous Anthropomorphic Robotic Hand." Thesis, Ecole centrale de Nantes, 2016. http://www.theses.fr/2016ECDN0009/document.
Full textThis 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
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.
Full textBrand-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
Khogeer, Yusra Khalid. "Brand anthropomorphism : the literary lives of marketing mascots." Thesis, University of Liverpool, 2013. http://livrepository.liverpool.ac.uk/16193/.
Full textChatfield, 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.
Full textDalibard, Sébastien. "Planification de mouvement pour systèmes anthropomorphes." Phd thesis, Institut National Polytechnique de Toulouse - INPT, 2011. http://tel.archives-ouvertes.fr/tel-00619439.
Full textBliss, Gillian E. "Redefining the anthropomorphic animal in animation." Thesis, Loughborough University, 2017. https://dspace.lboro.ac.uk/2134/27423.
Full textTeyssier, Marc. "Anthropomorphic devices for affective touch communication." Electronic Thesis or Diss., Institut polytechnique de Paris, 2020. http://www.theses.fr/2020IPPAT023.
Full textCommunicating 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
Shannon, Colleen Elizabeth. "Recurrent Gait of Anthropomorphic, Bipedal Walkers." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33322.
Full textMaster of Science
Maillot, Thibault. "Planification de trajectoire pour drones de combat." Phd thesis, Toulon, 2013. http://tel.archives-ouvertes.fr/tel-00954584.
Full textWatt, Stuart Neil Kennaway. "Seeing things as people : anthropomorphism and common-sense psychology." Thesis, Open University, 1997. http://oro.open.ac.uk/57722/.
Full textSchuepfer, Kurt. "The Impact of Anthropomorphism Type on Social Exclusion Recovery." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami150020507142374.
Full textZlotowski, 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.
Full textSheehan, 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.
Full textDavies, 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.
Full textMurano, Pietro. "Usability investigation of anthropomorphic user interface feedback." Thesis, Heriot-Watt University, 2009. http://hdl.handle.net/10399/2241.
Full textElbrechter, Christof [Verfasser]. "Towards Anthropomorphic Robotic Paper Manipulation / Christof Elbrechter." Bielefeld : Universitätsbibliothek Bielefeld, 2020. http://d-nb.info/1207996432/34.
Full textWieber, 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.
Full textNous 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.
Wieber, Pierre-Brice. "Modelisation et commande d'un robot marcheur anthropomorphe." Paris, ENMP, 2000. https://pastel.archives-ouvertes.fr/tel-00390898.
Full textBahlenberg, 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.
Full textMorgan, 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/.
Full textBrewer, 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.
Full textLatour, David. "L'éthique écologique chez Henri David Thoreau." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM3077.
Full textThoreau’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
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.
Full textOur 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
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.
Full textEl, 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.
Full textGallois, Aurélie. "Personnages artificiels anthropomorphes et technologiques à la scène." Thesis, Bourgogne Franche-Comté, 2017. http://www.theses.fr/2017UBFCC016.
Full textFamous 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…
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.
Full textIncludes 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.
Tenim, Severin. "Design of an affordable anthropomorphic mechanical prosthetic hand." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/13280.
Full textThis 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.