Dissertations / Theses on the topic 'Conception d’interactions'
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Loup, Guillaume. "Conception et développement d’interactions immersives pour jeux sérieux." Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1041/document.
Full textThis thesis is in the field of the virtual environments for human learning. Digital Epistemic Games (DEG) are a category of serious games dedicated to solving complex, multidisciplinary and non-deterministic problems. The objective of DEGs is to propose authentic learning situations in terms of interactions so that learners can construct and anchor knowledge in their context of use.The first part of the thesis is devoted to exploring spatial, temporal and social dimensions of DEG interactions. Experiments were conducted in ecological environment and showed an educational contribution through an increase in the learner engagement. The design of the prototypes showed that the development of the immersive interactions of a virtual environment for human learning currently remains reserved for specialists in Mixed Reality or Virtual (MVR).So the second part of the thesis was the proposal of a development environment named MIREDGE. A visual programming interface allows developers to model interactions without specific knowledge in MVR through the reuse of blocks. Experiments have evaluated the effectiveness and efficiency of MIREDGE for specialist and non-specialist developers in MVR.As specialist developers in MVR have to continue their algorithm beyond visual programming, MIREDGE allows automatic generation of code providing the corresponding script being totally re-editable in their game engine. The MIREDGE approach ensures wide compatibility with development environments and peripherals. This opens perspectives on the study of the logics of universal interactions
Chettaoui, Chafika. "Mécanismes de conception de modèles discrets fondés sur la théorie des jeux pour l’étude des réseaux d’interactions biologiques : application à la migration métastasique." Evry-Val d'Essonne, 2007. http://www.biblio.univ-evry.fr/theses/2007/interne/2007EVRY0027.pdf.
Full textWe applied game theory to study biological interactions. The object is to compute equilibria corresponding to cellular phenotypes. The model allows us validate the coherence of biological networks and to propose predictions about their structure. We applied it on two biological networks implicated in metastasis migration. To accelerate equilibrium computation we established methods for prediction that led to the formulation of a k-SAT problem which is frequently reduced to a 2-SAT problem solvable in polynomial time
Kobenan, Kouamé Jean-Moïse. "Contribution à l’évaluation de la qualité de la collaboration en conception de produits." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAI081/document.
Full textToday functional structure of enterprises requires teamwork and project mode organization. These projects are carried out by experts from different domains of expertise. Besides the teams need supporting tools in order to improve the efficiency of their design process and to propose adapted solutions to complex design problems. In the course of their meetings and collaborative activities they create group awareness through their interactions and creation of various artifacts. This thesis studies mechanisms that underlie performance of collaborative design team in synchronous meeting. In this thesis we demonstrate the links between Transactive Memory System (TMS), Collaborative Design Activities (CDA) and Objects called Resources (RSC), and identify the elements that drive these links. A survey has been used to study collaborative design teams in academic environment. Then, we performed direct observation of two teams during synchronous collaborative design meetings with a serious game Delta Design on interactive table. Results show that if performance is enhanced statistically by good TMS or CDA, and the link is demonstrate, so is the links between CDA RSC. However, the lack of statistical strong correlation between TMS and RSC seems to show that team members are not conscious of using artifacts during TMS building. While artifacts on interactive table are more solicited and decision making activities seems to be more important during their session. This thesis contributes to a better understanding of collaborative design teams and offers tools to evaluate collaborative design activities
Renom, Miguel A. "Theoretical bases of human tool use in digital environments." Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG034.
Full textTool use pervades our everyday life. We spontaneously manipulate objects as tools, sometimes for tasks beyond their assigned function, thereby re-purposing them, such as when a knife is used as a screwdriver. The Technical Reasoning hypothesis in cognitive neuroscience posits that humans engage in tool use by reasoning about mechanical interactions among objects. By modeling tool use based on abstract knowledge about object interactions, this theory explains how tools can be re-purposed for tasks beyond their original design as a product of knowledge transfer. In digital environments, user interfaces often provide tools with pre-defined functions, such as formatting, scrolling or zooming, meant to be used for a specific set of tasks. However, the literature offers examples of users re-purposing digital tools in unexpected ways. This motivated me to investigate the Technical Reasoning hypothesis as a theoretical model for digital tool use, based on the users’ acquired knowledge of the digital world. First, I studied computer users performing a task in a digital text editor while being constrained to re-purpose some of its commands. While most participants managed to re-purpose at least one command, some experienced difficulty due to biases stemming from their knowledge of procedures and functions learned from similar environments. I relate these observations to phenomena of physical tool use, particularly, technical reasoning and functional fixedness. Next, I studied how users perceive the possibilities for action on digital objects through toolbars in the interface. Using an experimental environment whose objects support both graphics- and text-oriented commands, I controlled the visibility of corresponding toolbars to introduce the environment to participants before performing tasks with both toolbars available. This resulted in strategies where the preferred command types associated with the toolbar presented in the introduction, sugg esting a priming effect, which can hinder the exercise of technical reasoning to use alternative and possibly more efficient strategies. Last, I present a collaboration study about extreme users of text editing tools that led to the design of Textlets: interactive objects that reify text selections into persistent tools for text documents. Textlets constitute a generative concept building on principles of Instrumental Interaction. We observed a user re-purposing a Textlet during an evaluation study, supporting the notion that an instrumental approach may contribute to re-purpose digital tools. This thesis provides evidence of the relevance of the Technical Reasoning hypothesis as a theoretical model for interaction and opens the way to the design of tool-centric interfaces
Dartnell, Christopher. "Conception d’un cadre formel d’interaction pour la découverte scientifique computationelle." Montpellier 2, 2008. http://www.theses.fr/2008MON20060.
Full textLuong, The Nhan. "Modélisation centrée utilisateur final appliquée à la conception d'applications intéractives en géographie : une démarche basée sur les contenus et les usages." Thesis, Pau, 2012. http://www.theses.fr/2012PAUU3034/document.
Full textThe starting point of this thesis is to deal with the difficulties encountered in the TEL community for designing educational applications exploiting geographic information. Ultimately, it is to provide a new framework allowing for the operational design of geographic Web applications for experts in the domain (and particularly for teachers). The scientific proposal is based on a design process driven by contents and interaction. It is operationalized on a framework called WINDMash offering designers a visual environment for simply specifying and immediately evaluating interactions. The unified model for describing geographic Web applications has three parts: one for representing geographic contents, one for displaying them on a graphical user interface (GUI) and one for describing the behaviour of the application using a visual language whose graphical formalism is based on the UML diagram sequence. Using Model-Driven Engineering (MDE) techniques, the WINDMash framework can automatically generate the code of the final application based on the instances of three parts of the unified model. The WINDMash framework used for this the WIND API (Web INteraction Design) that we programmed. Designers can thus rapidly prototype geographic Web applications corresponding to their needs
Antoine, Axel. "Études des stratégies et conception d’outils pour la production de supports illustratifs d’interaction." Thesis, Lille, 2021. http://www.theses.fr/2021LILUI012.
Full textInteraction with interactive systems is a complex situation in which one or more users interact with one or more systems. To fully understand an interaction, it is ideal to experience it or, at least, to be able to see it in action, which is not always possible. However, the main medium to communicate research in Human-Computer Interaction (HCI) remains research papers, generally in PDF format, and as a result, more and more figures illustrating new interactions are being produced. The objective of this thesis is to study the strategies and tools used to create such figures. First of all, we enrich the current theoretical knowledge on the creation of figures illustrating the interaction by proposing a new taxonomy of the conceptual and visual attributes that compose 795 figures extracted from research articles in HCI. We also present a set of illustration strategies identified through the analysis of the relationships between these attributes. Then, we look at the practical aspect of the creation of these figures and support the hypothesis that 3D scenes staging is an interesting alternative to create figures representing interaction. We then present Esquisse, a tool offering specific rendering effects and interaction techniques that allow both novice and expert users to efficiently produce figures illustrating the interaction. Finally, this thesis presents a study on 3D object rotations, a task that has been described as complex when staging 3D scenes. We study the techniques of virtual control spheres and show that some factors, such as the size of the sphere, have an influence on the behavior of users during rotation tasks. The work presented in this thesis thus provides a first theoretical and practical framework to inform future research and tools for the production of figures illustrating interactive scenarios
Leibl, Nadja. "Development of molecularly imprinted polymers for chemical sensors." Thesis, Compiègne, 2018. http://www.theses.fr/2018COMP2446.
Full textThis thesis proposes a rational design approach towards molecularly imprinted polymers (MIPs) for sensing nitro-explosives. Molecularly imprinted polymers are mimicking biological molecular recognition. They have the advantage to be stable in harsh environments and can be tailored into different physical forms for interfacing with transducers. Their synthesis is based on the co-polymerization of functional and cross-linking monomers in the presence of the target analyte or, as in this thesis, with a structural analogue leading to a rigid three-dimensional polymer network with binding sites complementary to the template in size, shape and position of the functional groups. The choice of the functional monomer was carried out with a rational design approach combining molecular modelling, nuclear magnetic resonance (NMR) and isothermal calorimetry (ITC) studies. This allows to optimize the pre-polymerization mixture in order to get strong complexation between the functional monomer and the template. The obtained results were confronted with binding studies performed on synthesized polymers. The thus designed polymer formulation was interfaced with transducer surfaces in form of nanoparticles, films and nanoparticles embedded into electro-polymerized polydopamine films. In addition to the traditional MIPs by free radical polymerization, molecularly imprinted in-situ electro-polymerized polydopamine films were investigated as an alternative approach for sensing nitro-explosives electrochemically
Laigre, Eugénie. "Conception, synthèse et étude de modules de reconnaissance multivalents pour des anticorps." Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAV038/document.
Full textDespite significant progress in anti-cancer therapy, current treatments are still controversial due to numerous side effects. Targeted immunotherapy recently emerged as an ideal alternative to improve treatment modalities for cancer patients. However, very limited approaches are available today and major issues remain to be addressed. In this context, we are interested in the design of biomolecular structures, innovative and bifunctional, able to hijack endogenous antibodies - which are naturally present in the human blood stream - toward cancer cells without pre-immunisation. Since natural circulating antibodies are polyspecific and have the ability to interact with multiple carbohydrate antigens, we focused on the design of multivalent glycodendrimers, as ligands for endogenous antibodies. The first part of our study consisted in synthesizing several multivalent glycoconjugates, based on peptide scaffolds and obtained by chemoselective ligations. To evaluate their influence on antibodies, the nature of both the carbohydrate and the scaffold, and the valency were varied. Then, in a second part of the study, microarray assays were developed with a model lectin, the Helix Pomatia Agglutinin (HPA). Experimental procedures were designed to determine surface dissociation constant and IC50 values, leading to the identification of high affinity ligands for HPA in the nanomolar range. Microarray assays were confirmed by other analytical methods (BLI, ELLA). Finally, the assays on slides were adapted to human sera screening, in order to identify tridimensional architectures highly affine to sera antibodies. A large panel of glycoconjugates were screened by microarray with around twenty sera, leading to the determination of promising glycosylated structures, as antibody ligands. The latter could be subsequently used for our anti-cancer approach
Pruvost, Gaëtan. "Modélisation et conception d’une plateforme pour l’interaction multimodale distribuée en intelligence ambiante." Thesis, Paris 11, 2013. http://www.theses.fr/2013PA112017/document.
Full textThis thesis deals with ambient intelligence and the design of Human-Computer Interaction (HCI). It studies the automatic generation of user interfaces that are adapted to the interaction context in ambient environments. This problem raises design issues that are specific to ambient HCI, particularly in the reuse of multimodal and multidevice interaction techniques. The present work falls into three parts. The first part is an analysis of state-of-the-art software architectures designed to solve those issues. This analysis outlines the limits of current approaches and enables us to propose, in the second part, a new approach for the design of ambient HCI called DAME. This approach relies on the automatic and dynamic association of software components that build a user interface. We propose and define two complementary models that allow the description of ergonomic and architectural properties of the software components. The design of such components is organized in a layered architecture that identifies reusable levels of abstraction of an interaction language. A third model, called behavioural model, allows the specification of recommendations about the runtime instantiation of components. We propose an algorithm that allows the generation of context-adapted user interfaces and the evaluation of their quality according to the recommendations issued from the behavioural model. In the third part, we detail our implementation of a platform that implements the DAME approach. This implementation is used in a qualitative experiment that involves end-users. Encouraging preliminary results have been obtained and open new perspectives on multi-devices and multimodal HCI in ambient computing
Pesset, Bénédicte. "Conception, synthèse et vectorisation d'inhibiteurs potentiels de la protéine bactérienne TonB." Thesis, Strasbourg, 2012. http://www.theses.fr/2012STRAJ089/document.
Full textThe increasing resistances to the current antibiotherapies, and the potential use of pathogenic bacteria as biological weapons led us to the absolute necessity of discovering new biological targets and new antibiotic strategies. In this context, iron uptake pathways of Gram negative bacteria are promising targets. Indeed, iron is an essential nutrient, but it has a low bioavailability. Bacteria have developed efficient iron uptake pathways in order to proliferate. Iron is transported in the bacterial cell by specific outer membrane transporters and thanks to the energy provided by a complex molecular machinery, called TonB. The TonB protein, which is the keystone of this machinery, is a key target for the development of new antibiotics. We would like to sequester this protein in the periplasm thanks to molecules constituted of a peptidic moiety and a heterocyclic moiety such as isoindole or 1,2,4-triazine. The conception and the synthesis of these compounds are presented in this document, as well as their possibilities to be vectorized using a “Trojan Horse” strategy. Our contribution to the development of an in vitro test of affinity is presented as well
Pérez, Rosillo Taïma Del Carmen. "Un modèle dédié à la conception et l’analyse de ressources numériques visant leur appropriation par les élèves." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSEN016/document.
Full textWithin the Tactiléo project, we consider that the appropriation of a digital resource can be evaluated knowing that "design" and "use" are iterative processes. We propose a model of design and analysis of the uses of numerical resources based on three theoretical axes: The Theory of Didactic Situations (Brousseau, 1998) The Theory of Instrumental Genesis (Rabardel, 1995) and Theory of Activity, 1978, Vygotsky, 1978, Amigues, 2013). We constructed a methodology to evaluate the appropriation of digital resources interrogating us: how can the appropriation of a digital resource be evaluated during it is use? How can the results of the evaluation of the appropriation of a digital resource contribute to re-engineering it? And how to design and use a model of design and analysis of digital resources based on appropriation? We conducted an exploratory study for the analysis of a simulation in physics class at the college; The analysis of the answers to a questionnaire by five teams of designers to identify the tasks that can be prescribed from the use of the technical features of the tablet; An exploratory study of the use of a deck of cards as a tool to support the design of learning situations instrumented by the tablet; A priori analysis of the game Put yourself at the table! (MTAT) to identify its actions, activities and strategies; The evaluation of the appropriation of the MTAT game by a class (digital trace of interaction)
Djelil, Fahima. "Conception et évaluation d'un micromonde de Programmation Orientée-Objet fondé sur un jeu de construction et d'animation 3D." Thesis, Clermont-Ferrand 2, 2016. http://www.theses.fr/2016CLF22774/document.
Full textProgramming microworlds are small and interactive environments, in which the learner learns from his interactions with visual or tangible entities having a strong semantic link with formal programming concepts. They promote knowledge assimilation and abstract programming concepts understanding by the use of visual metaphors and play. This thesis attempts to contribute to theoretical and methodological advances regarding the design and the assessment of such environments, which are known to have a great potential on learning without any evidence on that. As microworlds are game based learning environments, we first examined the gaming issue and its relation to learning. Based on a literature review, we emphasized as some authors, the need to distinguish between the game (the computing artefact) and the play (the situation that is triggered by the interactions with the game). The purpose is to analyze learning and establish concepts that will guide the design and the evaluation of learning. Then we reviewed some research on Computer Science Education, with the view to identify some widespread teaching approaches that address beginners’ difficulties in learning Object-Oriented Programming (OOP). We defined a new didactic approach for OOP introduction. We then defined the design dimensions of a microworld, we refer to as a transitional representation system, in which the learner develops knowledge on programming abstract and formal concepts, as a result to his interactions with the microworld interface. We have implemented the theoretical and methodological advances we provided, in a new OOP microworld based on a 3D constructive and animation game called PrOgO. PrOgO implements a transitional representation system, in which basic OOP concepts are depicted with visual and interactive 3D graphics. It enables play that arises from the learner’s interactions with its interface. Playing with PrOgO involves to imagining, creating and animating significant 3D constructions. PrOgO can be also deployed within a multi-device classroom through the Tactileo framework, we designed for that purpose. In the evaluation of learning, we use methods belonging to learning analytics by the collection and the analysis of digital interaction logs, with the view to classify and characterize learners. In addition to this, we examine the state of learners’ knowledge through test knowledge verifications. We also attempt to examine through statistical analysis, the learners’ actions and behaviours that affect their progress in pre/post evaluations of gained knowledge
Versteegen, Reine. "Conception et optimisation de la région d'interaction d'un collisionneur linéaire électron-positon." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00649117.
Full textGhomi, Emilien. "Designing expressive interaction techniques for novices inspired by expert activities : the case of musical practice." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00839850.
Full textBouchara, Tifanie. "Comparaison et combinaison de rendus visuels et sonores pour la conception d'interfaces homme-machine : des facteurs humains aux stratégies de présentation à base de distorsion." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00770309.
Full textYang, Lingxue. "UX design for memory supplementation to support problem-solving tasks in analytic applications." Thesis, Compiègne, 2018. http://www.theses.fr/2018COMP2452/document.
Full textThis thesis was initiated in the context of enhancing the user experience for analyzing data due to the increase of the volume of data related to this activity. On the one hand, users’ psychological needs for the simple use of analytic applications are paid more attention than before; on the other hand, the task they are willing to conduct is getting more and more complicated, which may cause memory overload that influences the task performance. To ensure that both aspects are taken into account, the designers should provide a proper information and design a proper interface that meets both users’ needs and the requirements of their activity. In this research, we are interested in improving the task recommitment following a task suspension or interruption in the context of a visual data analysis task. The multitasking nature of user actions and limited storage capacity of human working memory cause difficulties in re-engaging an interrupted or suspended task. Therefore, it is beneficial to have a memory supplementation tool that supports users to recommit their task in optimal conditions. A literature review first leads to the positioning of our research on the enactive approach and sensorimotor perception that consider the tool as an artifact configuring the interaction between the user and the task, in two modes the “put down” mode and the “in hand” mode. From this point of view, we have found that the commonly used cognitive memory model ignores the role of interaction with the external world in the formation of the memory, and consequently ignores the “in hand” dimension of the artifacts in one memory construction. Therefore, we complete this model with the embodied memory, which gives us a new perspective to design an appropriate memory tool that serves as a supplementation of our perceptual system. Finally, the design principles in human-computer interaction and UX helped us build a tool and conduct an experimental plan highlighting the link between changes in perception conditions and changes in the dynamics of interaction. As a conclusion, the research problem is introduced in terms of how we can provide users with a relevant context to recommit to resolving a task after interruption. The design proposal needs to be explored, designed and evaluated. The first experiment, the exploratory study, analyzes the perception of interactive applications by experienced designers. This study helped us construct a vocabulary of evaluation of the design for a memory supplementation support and guided us for the design considering these criteria. In the second experiment, we develop a tool based on a function that we call the “history path”, which permits to show, in a specific window of the user interface, some of the steps of a previous task resolution that a user has performed during previous experience (or to simulate a resolution task interruption). We set up a simple (minimalist) experiment simulating a problem-solving task, which was recorded to evaluate the extent to which a history path support can help the user for efficient recovering of an interrupted task. The first part of this experiment allows us to confirm the potential use of this function and helps us explore the design space. In the second part, we experiment two different tools, based on two history path representations, a static one and a dynamic one. The evaluation results allow us to understand the technical conditions of a positive experience for which task recovery is facilitated. In this second experiment, several means for recording the user experience were mobilized: the evaluation of the durations and gaze frequencies on area of interest in the interface window by eye tracking, the recording of the verbalizations during the RTA (Retrospective Think Aloud) session, and the semantic evaluation
Chaboissier, Jonathan. "Interactions simultanées de plusieurs utilisateurs avec une table interactive." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00672516.
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