Dissertations / Theses on the topic 'Applications Web – Multimédias interactifs'
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Sarkis, Mira. "Création d'applications multi-écrans à partir d'applications existantes." Electronic Thesis or Diss., Paris, ENST, 2016. http://www.theses.fr/2016ENST0057.
Full textThe ubiquity of web applications and the user possession and utilization of multiple devices are major factors for the increased demand for multi-screen applications. Multi-screen applications impose challenges on the application developer and designer especially if existing single-screen applications have to be transformed to the multiscreen environment. Designers should plan the user interface distribution and should adapt the layout for various devices. Developers should re-organize the application logic and associate it to the distributed user interface. They should preserve the application functionality and finally they need to adapt it to the underlying multiscreen platform. In this work, we propose an end-to-end refactoring system. The system allows the re-use of existing single-screen applications to automatically create multi-screen applications. The components of the multi-screen applications have their layout adapted to small and large device and they are ready to operate synchronously to provide a complementary usage experience. Our system is quantitatively evaluated on different sets of applications containing at least one video element and interactive content. The content division of our system corresponds to a ground truth division with an average recall of 0.84. In addition, our layout refactoring approach obtains 60% accuracy on the tested applications. In addition, we evaluate the performance of the run-time behavior of one application and we compute the delays that are caused by our system and by the network in a real physical environment: with a total delay of 5 ms, our solution is realistic
Bouillot, Nicolas. "La cohérence dans les applications multimédia interactives et distribuées : du concert réparti sur Internet aux jeux multi-joueurs en réseau." Paris, CNAM, 2006. https://tel.archives-ouvertes.fr/tel-00145440.
Full textIn Distibuted Multimedia Applications, the feeling of co-presence between users is a challenge for the system. However, network transmission delays introduce temporal ambiguities on the user interface. We provide formal descriptions that includes temporal (instantaneity, simultanneity and Delta legality) and scheduling properties and allow to take into account psychoperceptive constraints. Thus, we propose some consistency models and consistency protocols. We implement one of them in our Networked Musical Performance system. Our results allow to build a distributed metronome shared between remote musicians, in spite of high latencies on the network. Thanks to public demonstrations and user experiments, we show its pratical effectiveness. Moreover, our results can improve performance of distributed games. Currently, our results are the only ones that take into account network latencies while providing the Perpective Consistency in a fully distributed way
Bénel, Aurélien. "Consultation assistée par ordinateur de la documentation en Sciences Humaines : considérations épistémologiques, solutions opératoires et applications à l'archéologie." Lyon, INSA, 2003. http://theses.insa-lyon.fr/publication/2003ISAL0068/these.pdf.
Full textIn Humanities (as in Medicine, Engineering, Law, Physics. . . ), neither database systems nor expert systems succeeded in supplanting documents. In fact, the expert cannot insert her data in a fixed and consensual model (database model, ontology). On the contrary, she needs to build her own hypothetic model regarding a corpus of reference documents. Moreover, the confrontation of different points of view stimulates a constant evolution of models. Born from an interdisciplinary dynamics (Archaeology, Computer Science. . . ), the Porphyry Project proposes a hypermedia solution. The main idea is that the human expertise "leaves traces": documents added to the corpus, highlighted fragments, organization of the bibliography, reading notes, etc. Provided that these traces are "collected", they can be used as a corpus structure for their author and her community. By offering a workshop for handling documentary corpora, we hope to assist humans in constructing the meaning
Iksal, Sébastien. "Spécification déclarative et composition sémantique pour des documents virtuels personnalisables." Paris, EHESS, 2002. http://www.theses.fr/2002EHES0144.
Full textThe Adaptive Virtual Document is a very convenient approach to adapt, reuse and automate information access on the Web. An AVD creates a real document on the fly with informations coming from various sources and according to user’s needs. Every users are not concerned by the same information, they don’t have the same objectives, experience, background and knowledge. All theses user’s features are represented in a user model. We propose a new approach for AVD in two parts. First, an author creates a generic document which is a declarative specification for the processes of selection, organization and adaptation, this author oriented specification increases the semantic coherence of a document. Next, the system composes on the fly an hypermedia from this generic document and according to a particular reader. This approach is based on four ontologies. Our approach is based on the reusability of information on the Web, and it was thought in order to be reusable in different contexts
Assossou, Didier. "Contribution à une méthode de modélisation et de conception des applications hypermédia." Dijon, 2002. http://www.theses.fr/2002DIJOS074.
Full textDeuff, Dominique. "Structuration et représentation de contenus multimédias pour une applications dans le domaine de l'éducation." Rennes 1, 2003. https://tel.archives-ouvertes.fr/edutice-00000208.
Full textCourtiol-Jullia, Patricia. "Analyse des situations "routinières" de communication médiatisées via le web." Montpellier 3, 2002. http://www.theses.fr/2002MON30070.
Full textPresent day websites connecting the publication of documents, the potential of having a chat session and the possibility of remote access. In our attempt to analyse media objects from the point of view of communications in process, we have therefore tried to comprehend the uses that once institutionalised the long gone period of enchantement, discovery and knowing how to function le dispositif. Our research also intends to analyse and comprehend from the point of view of generalised communication how a web-user uses a site, on a regular basis, starting from his own bookmarks or from the mailing lists to which he has subscribed. Engaged to a communicational approach based on systemism, constructivism and phenology we have particularly stressed the concepts of situation and contextualisation
Pinot, Gilbert. "Concepts multimédia et technologies associées : applications : consultation d'une base de données d'images, bornes interactives." Mulhouse, 1993. http://www.theses.fr/1993MULH0281.
Full textReyes, García Everardo. "L'objet technique hypermédia : repenser la création de contenu éducatif sur le web." Paris 8, 2007. http://octaviana.fr/document/12206030X#?c=0&m=0&s=0&cv=0.
Full textWithin information societies the World Wide Web is a kind of technology that takes advantage of an ever-increasing important role played by digital and network technologies. Respectively, the space of the Web may be perceived as a digital machine to communicate, but also as a signifying space where several codes of signification exist according to logics and pragmatics of usage. From this scenario, the main objective of our research is to analyze in which manner the Web may serve educational practices taking into account its multi-functionality as well as its possibilities to represent different knowledge structures. In first place, we examine the Web as a technical object in order to go beyond instrumental conceptions; rather we are interested to define a communicational perspective. Then, we study the evolution lines of technical objects with the intention to propose an applicative ground for educational structures. At last, we introduce a prototype system developed to support our theoretical framework and we discuss some conclusions from first user experiences
Amous-Ben, Amor Ikram. "Méthodologies de conception d'applications hypermédia : extension pour la réingénierie des sites web." Toulouse 3, 2002. http://www.theses.fr/2002TOU30132.
Full textBonnel, Nicolas. "Génération dynamique de présentations interactives en multimédia 3D, de données, pour les applications en ligne." Phd thesis, Université Rennes 1, 2006. http://tel.archives-ouvertes.fr/tel-00532641.
Full textSakout, Andaloussi Kenza, and Andaloussi Kenza Sakout. "Amélioration de l'expérience d'apprentissage dans un système hypermédia adaptatif éducatif grâce aux données extraites et inférées à partir des réseaux sociaux." Doctoral thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/37918.
Full textAvec l'émergence des formations en ligne accessibles pour tous, la personnalisation de l'apprentissage devient de plus en plus cruciale et présente de nouveaux défis aux chercheurs du domaine. Il est actuellement nécessaire de tenir compte de l'hétérogénéité du public cible et lui présenter des contenus éducatifs adaptés à ses besoins et sa façon d'apprendre afin de lui permettre de profiter au maximum de ces formations et éviter le décrochage. Ce travail de recherche s'inscrit dans le cadre des travaux sur la personnalisation de l'apprentissage à travers les systèmes hypermédias adaptatifs utilisés en éducation (SHAE). Ces systèmes ont la vocation de personnaliser le processus d'apprentissage selon des critères bien spécifiques, tels que les pré-requis ou plus souvent les styles d'apprentissage, en générant un chemin d'apprentissage adéquat. Les SHAE se basent généralement sur trois modèles principaux à savoir le modèle apprenant, le modèle du domaine et le modèle d'adaptation. Bien que la personnalisation du processus d'apprentissage offerte par les SHAE actuels soit avantageuse pour les apprenants, elle présente encore certaines limites. D'un côté, juste le fait de personnaliser l'apprentissage augmente les chances que le contenu présenté à l'apprenant lui soit utile et sera ainsi mieux compris. Mais d'un autre côté, la personnalisation dans les SHAE existants se contente des critères niveau de connaissances et style d'apprentissage, et elle s'applique seulement à certains aspects qui n'ont pas évolué depuis leur création, à savoir le contenu, la présentation et la navigation. Ceci remet en question la pertinence des objets d'apprentissage attribués aux apprenants et la motivation de ces derniers à faire usage des SHAE sachant que ceux-ci se basent essentiellement sur les questionnaires pour la constitution de leur modèle apprenant. Suite à une étude empirique d'une cinquantaine de SHAE existants, révélant leurs atouts et limites, certains objectifs de recherche ont été identifiés afin d'améliorer l'expérience d'apprentissage à travers ces systèmes. Ces objectifs visent à établir un modèle de SHAE capable de (i) déterminer les données du modèle apprenant de façon implicite à partir des réseaux sociaux tout en répondant aux standards associés à ce modèle afin de construire le modèle apprenant; (ii) favoriser la collaboration entre les différents apprenants qui seraient mieux motivés à apprendre en collaborant; (iii) personnaliser, de façon automatique, de nouveaux aspects à savoir l'approche pédagogique, la collaboration et le feedback selon les traits de personnalité de l'apprenant en plus des trois volets existants. Un modèle de SHAE a été proposé pour répondre à ces objectifs. Ce modèle permet d’extraire les données personnelles de l'utilisateur à partir de ses réseaux sociaux et de prédire ses traits de personnalité selon son interaction avec ces réseaux. Par la suite, il est possible d'adapter les objets d'apprentissage, sur la base d'un système de recommandation, à ces traits de personnalité en plus du style d'apprentissage et du niveau de connaissances des apprenants. L'adaptation aux traits de personnalité de l'apprenant selon le modèle Big Five a permis de personnaliser de nouveaux aspects tels l'approche pédagogique, le type de collaboration et le feedback. Un prototype, "ColadaptLearn", conçu à partir de ce modèle et expérimenté avec un ensemble d'étudiants a permis de valider les choix du prototype pour les objets d'apprentissage, selon les règles préétablies, en les confrontant aux choix faits par les étudiants. Ces données ont été utilisées pour développer un réseau bayésien permettant de prédire les objets d'apprentissage adéquats aux futurs apprenants. Les résultats de l’expérimentation ont montré qu'il y a une bonne concordance entre les choix du prototype et ceux des apprenants, en plus d'une satisfaction de ces derniers par rapport aux feedbacks reçus, ce qui appuie le rajout des nouveaux aspects proposés. Comme suite à cette thèse, il est envisageable d'appliquer le modèle proposé dans des environnements d'apprentissage plus larges de types cours en ligne ouverts et massifs, jeu sérieux ou même des formations mobiles, ce qui contribuerait à mieux valider les propos amenés. Il est aussi possible d’utiliser des techniques d'apprentissage automatique autres que les réseaux bayésiens pour la prédiction des objets d'apprentissage adaptés. Finalement, il serait intéressant d'explorer d'autres sources de données qui pourraient fournir plus d'informations sur l'apprenant de façon implicite tels ses centres d'intérêt ou ses émotions auxquels un SHAE pourrait s'adapter.
With the growth of online learning accessible to all, learning personalization is becoming increasingly crucial and presents new challenges for researchers. It is currently essential to take into account the heterogeneity of the target audience and adapt educational content to their needs and learning style in such a way that they are able to fully benefit from these learning forms and prevent them from dropping out. This research work addresses learning personalization through adaptive educational hypermedia systems (AEHS). These systems are designed to customize the learning process according to specific criteria, such as prerequisites or, more often, learning styles, by generating a suitable learning path. AEHS are generally based on three main models: the learning model, the domain model and the adaptation model. Although the learning process customization offered by current AEHS is beneficial to learners, it still has some limitations. On one hand, just the fact of personalizing learning increases the likelihood that the content presented to the learner will be useful and thus better understood. But on the other hand, customization in existing AEHS is limited to the criteria knowledge level and learning style and applies only to certain aspects which have not evolved since their creation, namely content, presentation and navigation. This questions the relevance of the learning objects assigned to learners and their motivation to use such AEHS, knowing that they rely essentially on questionnaires to build their learner model. After conducting an empirical study of 50 existing AEHS, revealing their strengths and limitations, some research objectives were identified to improve the learning experience through such systems. These objectives aim to establish an AEHS model which is able to (i) implicitly identify the learning model data on the basis of social networks while meeting the associated standards; (ii) promote collaboration between different learners who would be better motivated to learn while collaborating; (iii) automatically customize new aspects such as the teaching approach, collaboration and feedback according to learners' personality traits in addition to the three existing ones. An AEHS model has been proposed to meet these objectives. This model makes it possible to extract the user's personal data from his social networks and to predict his personality traits depending on his interaction with these networks. Thereafter, it is possible to adapt the learning objects, on the basis of a recommendation system, to these personality traits in addition to the criteria learning style and knowledge level. Adapting to the learner's personality traits according to the Big Five model enabled the customization of new aspects such as the pedagogical approach, the collaboration type and the feedback. A prototype, "ColadaptLearn", based on this model and experimented with a group of students, validated the prototype's choices for learning objects while confronting them to the students' choices. These data were then used to build a Bayesian network to predict the appropriate learning objects for future learners. The experimental results showed that there is a good match between the prototype choices and those of learners, in addition to learners' satisfaction regarding the feedback received, which supports the addition of the proposed new aspects. As a follow-up to this thesis, it is possible to apply the proposed model in a larger learning environment such as massive open online courses (MOOC), serious games or mobile learning, which would help to validate the proposals made. It is also possible to use other automatic learning techniques than Bayesian networks to predict suitable learning objects. Finally, it would be interesting to explore other data sources that could implicitly provide more information about the learner, such as his or her interests or emotions that an SHAE could adapt to.
With the growth of online learning accessible to all, learning personalization is becoming increasingly crucial and presents new challenges for researchers. It is currently essential to take into account the heterogeneity of the target audience and adapt educational content to their needs and learning style in such a way that they are able to fully benefit from these learning forms and prevent them from dropping out. This research work addresses learning personalization through adaptive educational hypermedia systems (AEHS). These systems are designed to customize the learning process according to specific criteria, such as prerequisites or, more often, learning styles, by generating a suitable learning path. AEHS are generally based on three main models: the learning model, the domain model and the adaptation model. Although the learning process customization offered by current AEHS is beneficial to learners, it still has some limitations. On one hand, just the fact of personalizing learning increases the likelihood that the content presented to the learner will be useful and thus better understood. But on the other hand, customization in existing AEHS is limited to the criteria knowledge level and learning style and applies only to certain aspects which have not evolved since their creation, namely content, presentation and navigation. This questions the relevance of the learning objects assigned to learners and their motivation to use such AEHS, knowing that they rely essentially on questionnaires to build their learner model. After conducting an empirical study of 50 existing AEHS, revealing their strengths and limitations, some research objectives were identified to improve the learning experience through such systems. These objectives aim to establish an AEHS model which is able to (i) implicitly identify the learning model data on the basis of social networks while meeting the associated standards; (ii) promote collaboration between different learners who would be better motivated to learn while collaborating; (iii) automatically customize new aspects such as the teaching approach, collaboration and feedback according to learners' personality traits in addition to the three existing ones. An AEHS model has been proposed to meet these objectives. This model makes it possible to extract the user's personal data from his social networks and to predict his personality traits depending on his interaction with these networks. Thereafter, it is possible to adapt the learning objects, on the basis of a recommendation system, to these personality traits in addition to the criteria learning style and knowledge level. Adapting to the learner's personality traits according to the Big Five model enabled the customization of new aspects such as the pedagogical approach, the collaboration type and the feedback. A prototype, "ColadaptLearn", based on this model and experimented with a group of students, validated the prototype's choices for learning objects while confronting them to the students' choices. These data were then used to build a Bayesian network to predict the appropriate learning objects for future learners. The experimental results showed that there is a good match between the prototype choices and those of learners, in addition to learners' satisfaction regarding the feedback received, which supports the addition of the proposed new aspects. As a follow-up to this thesis, it is possible to apply the proposed model in a larger learning environment such as massive open online courses (MOOC), serious games or mobile learning, which would help to validate the proposals made. It is also possible to use other automatic learning techniques than Bayesian networks to predict suitable learning objects. Finally, it would be interesting to explore other data sources that could implicitly provide more information about the learner, such as his or her interests or emotions that an SHAE could adapt to.
Delorme, Fabien. "Evaluation et modélisation automatiques des connaissances des apprenants à l'aide de cartes conceptuelles." Rouen, INSA, 2005. http://www.theses.fr/2005ISAM0012.
Full textEsnault, Noémie. "Production automatique d'interfaces graphiques 3D pour le Web." Phd thesis, Université Rennes 1, 2011. http://tel.archives-ouvertes.fr/tel-00574772.
Full textRichard, Bruno. "Une approche épiphyte pour la conception de systèmes conseillers." Phd thesis, Université du Maine, 2008. http://tel.archives-ouvertes.fr/tel-00491735.
Full textZechinelli-Martini, José-Luis. "Construction et manipulation de présentations spatio-temporelles multi-médias à partir de serveurs d'objets répartis : applications aux données sur le Web." Université Joseph Fourier (Grenoble), 2001. http://www.theses.fr/2001GRE10052.
Full textWe propose an infrastructure (JAGUAR) for specifying spatio-temporal multimedia presentations managers. These managers are mediators between applications and distributed heterogeneous object sources accessible through the Web (via their URL). A manager is able to define, query, and build presentations that are stored in a multimedia database system. All objects are described by a schema that associates a default presentation to each of them. We defined a spatio-temporal model to integrate objects and presentations. The model describes objects composition through spatio-temporal relations. We also proposed OQLiST a language that provides spatio-temporal operators. Language and model can be used for specifying, querying and representing homogeneously inter and intra-media descriptions. In order to validate the JAGUAR infrastructure, a presentation manager prototype was implemented using SMIL and Java Media Framework (JMF) platforms. The manager has been used for specifying and implementing (1) a touristic application and (2) a visualization tool for objects stored in a data warehouse. For the later, the manager provides a specific schema for the data cube
Nivor, Frédéric. "Architecture de Communication pour les Applications Multimédia Interactives dans les Réseaux Sans Fil." Phd thesis, Université Paul Sabatier - Toulouse III, 2009. http://tel.archives-ouvertes.fr/tel-01067146.
Full textWang, Kaili. "Modèle d'unité d'apprentissage d'hypermédia adaptatif." Compiègne, 2010. http://www.theses.fr/2010COMP1888.
Full textThis thesis concerns the design and the implementation of adaptive hypermedia Unit of Learning (UoL) models for pedagogical platforms and learning (content) management systems. The target users are the teachers who have not enough knowledge or experience on website developing. The goal of our research is to make the UoL design adapted to teacher’s psychological and pedagogical characteristics. In our research, teacher’s thinking style, teaching style and working domain are studied as the psychological and pedagogical elements for personalisation of a system. The work on modelling UoL is based on the quantitative and qualitative study on a questionnaire for deducing the rules with which we propose the pedagogical activities. A platform, named eCH (e-Course Help), is developed to represent UoLs in forms of online courses, showing the pedagogical structures adapted to teacher users
Abou, Latif Firas. "Identification du profil des utilisateurs d’un hypermédia encyclopédique à l’aide de classifieurs basés sur des dissimilarités : création d’un composant d’un système expert pour Hypergéo." Thesis, Rouen, INSA, 2011. http://www.theses.fr/2011ISAM0004/document.
Full textThis thesis is devoted to identify the profile of hypermedia user, then to adapt it according to user’s profile. This profile is found by using supervised learning algorithm like SVM. The user model is one of the essential components of adaptive hypermedia. One way to characterize this model is to associate a user to a profile. Web Usage Mining (WUM) identifies this profile from traces. However, these techniques usually operate on large mass of data. In the case when not enough data are available, we propose to use the structure and the content of the hypermedia. Hence, we used supervised kernel learning algorithms for which we have defined the measure of similarity between traces based on a “distance” between documents of the site. Our approach was validated using synthetic data and then using real data from the traces of Hypergéo users, Hypergéo is an encyclopedic website specialized in geography. Our results were compared with those obtained using a techniques of WUM(the algorithm of characteristic patterns). Finally, our proposals to identify the profiles a posteriori led usto highlight five profiles. Hypergéo users are classified according to their interests when the “semantic distance” between documents is applied
Cailleau, Isabelle. "Récit d'une enquête sur l'écriture numérique collaborative synchrone." Thesis, Compiègne, 2015. http://www.theses.fr/2015COMP2185.
Full textFor the first time in the history of writing, several people can edit the same document at the same time and from a distance. This new writing practice, made possible by digital technology, is called synchronous collaborative digital writing. The question posed by this research is how a consistent and readable text can emerge from such systems. In addition, the texts that result from these practices can hardly be reduced to communication intentions that pre-exist "in the head" of the participants. The text emerges within the situations. This raises the methodological question of how to account for this emergence. This thesis therefore offers to explore a way to tackle it: a pragmatist type of investigation, and more specifically, a transactional approach. It is characterized by the need to think the relationship in its constitutive dimension without presupposing any of the entities prior to their entry in situation. It also implies that all of the descriptions of a given situation always have to be considered as provisional and subject to revision. Here, an operationalization of this philosophical approach is proposed in the field of Information and Communication Sciences. It is implemented for two categories of case studies: situations of production of argumentation in an educational context and situations of collaborative production of meeting reports. This experimentation makes it possible to conclude that it would be interesting to continue this investigation in a transactional approach and it outlines an analysis model to facilitate this pursuit
Zechinelli-Martini, José-Luis. "Construction et manipulation de présentations spatio-temporelles multimédias à partir de serveurs d'objets répartis : applications aux données sur le Web." Phd thesis, 2001. http://tel.archives-ouvertes.fr/tel-00004604.
Full textFerreira, Ana Paula Gonçalves. "In2Museum: nova plataforma multimédia para o Museu das Comunicações." Master's thesis, 2013. http://hdl.handle.net/10071/7786.
Full textIn the present work, we plan to launch reflections and contributions to the discussion of a new concept of multimedia platform, based on the analysis of several case studies. Thus, we present the study that led to the development of the proposal for the new platform In2Museum to the Communications Museum (MC). This project is based on the opportunity the Internet, online social networks and new media can provide to the network communication, the expansion of space and interaction with the public. The In2Museum aims to provide the institution with the means to communicate more efficiently and effectively, enabling discloser of material and immaterial cultural heritage, promote active public participation and acquisition of knowledge through learning / entertainment. The In2Museum aims to develop synergies between the Communications Museum and the Photo Centre of the Municipal Archive of Lisbon (AML), with new partners and audience(s). The liaison and interaction between them is a collection of china-ink drawings of Lisbon´s fountains, belonging to the Museum of Communications. Thus, the fountain is the key element, which allows developing a multimedia modular platform in a Web 2.0 communication environment using the QR Code. It is intended that the evolution is always present, as well as the sharing of scientific and technical information and / or relevant social stories that can contribute to the universal promotion of local cultural heritage through a global disclosure.