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Academic literature on the topic 'Jeux vidéo – Langage'
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Journal articles on the topic "Jeux vidéo – Langage"
Casado Valenzuela, Alicia. "Los universales de localización." Babel. Revue internationale de la traduction / International Journal of Translation 65, no. 5 (December 20, 2019): 678–95. http://dx.doi.org/10.1075/babel.00118.val.
Full textSolinski, Boris. "Le jeu vidéo De l'héritage interactionnel au langage interactif." Interfaces numériques 1, no. 1 (April 30, 2012): 153–74. http://dx.doi.org/10.3166/rin.1.153-174.
Full textHalté, Pierre, and Mathieu Goux. "Qu’est-ce que programmer par un mode d’emploi de jeu vidéo ?" Langue française N°206, no. 2 (2020): 111. http://dx.doi.org/10.3917/lf.206.0111.
Full textBaldauf-Quilliatre, Heike, and Isabel Colón De Carvajal. "Séquences de guidage dans des sessions de jeux vidéo : comment co-construire la programmation d’une action dans l’interaction ?" Langages N° 221, no. 1 (March 23, 2021): 107–21. http://dx.doi.org/10.3917/lang.221.0107.
Full textDeslauriers, Patrick. "Utilisation de l’humour dans le contexte d’une crise d’entreprise." Stream: Interdisciplinary Journal of Communication 10, no. 1 (January 23, 2018): 52–62. http://dx.doi.org/10.21810/strm.v10i1.252.
Full textWagnières, Michael. "Le médium vidéoludique comme (générateur de) discours : retour sur le colloque international « Les langages du jeu vidéo »." Décadrages, no. 43 (July 1, 2020): 198–205. http://dx.doi.org/10.4000/decadrages.1614.
Full textAnna Sarapuk. "Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire." Między Oryginałem a Przekładem 25, no. 46 (December 5, 2019): 61–78. http://dx.doi.org/10.12797/moap.25.2019.46.04.
Full textArellano-Soto, German, and Susan Parks. "The Role of Multimodality during the Negotiation of Meaning in an English/Spanish eTandem Video-Conferencing Exchange." Canadian Modern Language Review 77, no. 2 (May 2021): 129–53. http://dx.doi.org/10.3138/cmlr-2019-0030.
Full textGambier, Yves. "Orientations de la recherche en traduction audiovisuelle." Target. International Journal of Translation Studies 18, no. 2 (December 31, 2006): 261–93. http://dx.doi.org/10.1075/target.18.2.04gam.
Full textPansanel-Garric, Laetitia. "Comment Christophe Héral dissout les frontières entre les catégories de sons." Filigrane 27 (2022). http://dx.doi.org/10.56698/filigrane.1278.
Full textDissertations / Theses on the topic "Jeux vidéo – Langage"
Murchison-Morand, Ian. "Grand Theft Auto IV : l'ultime destin-jeu de Justin et Martin : recherche-création autour de la problématique de l'écriture dramatique en lien avec le langage vidéoludique." Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/27157/27157.pdf.
Full textGrandjean, Guillaume. "Le langage du level design : analyse communicationnelle des structures et instances de médiation spatiales dans la série The Legend of Zelda (1986-2017)." Electronic Thesis or Diss., Université de Lorraine, 2020. http://www.theses.fr/2020LORR0143.
Full textThe aim of this work is the study of the constructed and represented spaces of video games. By testing the hypothesis of a form of “language” of level design, we shed light on the structural aspect of video game space, identifiable from one game to another within a “shared grammar”, but also its communicative value, as an instance of mediation between the game and the player. From a precise and detailed analysis of the way space is constructed and evolves in the series The Legend of Zelda (1986-2017), we formalize, classify and prioritize the different structures that make the repertoire of video game spatiality; then we highlight the mediation strategies implemented by games to facilitate the decoding of navigational information. We end up painting a diachronic portrait of the way this language is transformed, in particular concerning the question of navigation control, by mobilizing the notion-tool of “critical path” and its implications in a formal and communicative history of video games
Giner, Esteban. "Discursivités vidéoludiques et discours des jeux vidéo : pour une ludologie socio-constructiviste orientée par les mothertales." Electronic Thesis or Diss., Université de Lorraine, 2023. http://www.theses.fr/2023LORR0238.
Full textFrom their earliest controversies, such as the moral panic surrounding the release of Death Race, to the industry's contemporary difficulties in clearly positioning its creations, the videogame medium reveals discursive complexities. Sometimes media experiences, sometimes leisure activities, video games accumulate complex, plural and sometimes contradictory identities, making their study and that of their discourses subject to both scientific and public controversy. Those concerning the meanings of the games in the corpus studied in this doctoral work, the mothertales, are significant of this.These discursive complexities are related to the fact that videogame discourses (i.e., interpretations of realities derived from videogames) can be conceptualized as co-construction processes between the game, the audience and the ecosystem in which the whole evolves. This is why the problematic of this doctoral work concerns the elaboration of a theoretical and practical proposal for a complex analysis of videogame discourses. How can we design a ludology that takes into account the discursive complexities of video games, which give rise to frictions or complementarities in the co-construction of their interpretations?To address this issue, this doctoral work proposes and defends a socio-constructivist ludology (SCL) that formalizes and conceptualizes discourses as networks of actors, in and out of play, with diverse strategies and distributed responsibilities. Consequently, the analysis of a discourse involves the analysis of communication situations between these actors. In fact, SCL meets a triple challenge: (1) to formalize videogame discourses as sets of variations expressed differently according to the identities of the actants in communication situations, (2) to analyze and qualify the responsibilities and strategies deployed by these actants, enabling us to rule on the discursivity - more or less expressive, more or less persuasive - of a videogame discourse, and (3) to propose a set of tools at the service of other disciplines approaching the study of videogames through identities other than those of discourse.To answer this triple challenge, this doctoral work is structured in three sections. The first reviews and supports what is meant by discursive complexities. The second proposes a theoretical framework for approaching SCL from a materialist perspective of videogame discourses. The third section deploys and defends analytical tools that draw on the digital humanities to propose a complex, network analysis of videogame discourses. To illustrate all these propositions, this thesis analyzes three discourses: [the banality of evil], [fictional and responsible socialities] and finally [the actualization of role-playing games]. In so doing, in addition to a theoretical and practical proposition, this thesis contributes to a more specific analysis of these themes in video games
Schueller, William. "Active control of complexity growth in Language Games." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0382/document.
Full textSocial conventions are learned mostly at a young age, but are quite different from other domains, like for example sensorimotor skills. The first people to define conventions just picked an arbitrary alternative between several options: a side of the road to drive on, the design of an electric plug, or inventing a new word. Because of this, while setting a new convention in a population of interacting individuals, many competing options can arise, and lead to a situation of growing complexity if many parallel inventions happen. How do we deal with this issue?Humans often exhert an active control on their learning situation, by for example selecting activities that are neither too complex nor too simple. This behavior, in cases like sensorimotor learning, has been shown to help learn faster, better, and with fewer examples. Could such mechanisms also have an impact on the negotiation of social conventions ? A particular example of social convention is the lexicon: which words we associated with given meanings. Computational models of language emergence, called the Language Games, showed that it is possible for a population of agents to build a common language through only pairwise interactions. In particular, the Naming Game model focuses on the formation of the lexicon mapping words and meanings, and shows a typical burst of complexity before starting to discard options and find a final consensus. In this thesis, we introduce the idea of active learning and active control of complexity growth in the Naming Game, in the form of a topic choice policy: agents can choose the meaning they want to talk about in each interaction. Several strategies were introduced, and have a different impact on both the time needed to converge to a consensus and the amount of memory needed by individual agents. Firstly, we artificially constrain the memory of agents to avoid the local complexity burst. A few strategies are presented, some of which can have similar convergence speed as in the standard case. Secondly, we formalize what agents need to optimize, based on a representation of the average state of the population. A couple of strategies inspired by this notion help keep the memory usage low without having constraints, but also result in a faster convergence process. We then show that the obtained dynamics are close to an optimal behavior, expressed analytically as a lower bound to convergence time. Eventually, we designed an online user experiment to collect data on how humans would behave in the same model, which shows that they do have an active topic choice policy, and do not choose randomly. Contributions from this thesis also include a classification of the existing Naming Game models and an open-source framework to simulate them
Quenault, Michel. "Une application de jeux génériques pour les jeux symboliques." Paris 9, 2010. http://www.theses.fr/2010PA090028.
Full textA general gaming engine is a program used to oppose several automatic players on different games. These games are unknown by the players before playing. Usually, the engines and players only deal with complete information games (such as board games). Rules of these games are described with abstract games concepts. We have analysed many games including incomplete information games (such as card games) to define a rule description language able to manage complete as well as incomplete information games. Our language is based on concepts about the physical components of games. We associate these equipments with some standard actions allowing their modifications to complete our rules specifications. We present the rule description language and our complete general gaming system, with few rules, few players, an engine and a syntax for communications between all these components
Gagné, Maxime. "L'impact des jeux vidéo sur la maîtrise des temps verbaux en anglais langue seconde = : The effect of video games on the mastery of verb tenses in English as a second language (ESL)." Master's thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/69382.
Full textVideo games are not only a source of entertainment, as they also provide authentic language input for second language learners. Specifically, this study investigates the effect of video games on grammatical mastery of English as a second language (ESL) among a targeted sample of Quebecers. To test the hypothesis that video games impact a higher level of mastery of ESL, an online survey was distributed to 16 volunteer participants who were divided into two specific groups identified as gamers and non-gamers. Participants provided a written text in English of approximately 250 words on any topic which was evaluated for grammar and lexical quality. All participants were UQAC students, and all students were identified as originating from historically high percentage French-speaking environments. Moreover, a small sample of participants was directly observed during the process of gaming to evaluate the specific use and frequency of certain common verb tenses. All submissions were evaluated for the correct use of verb tense and data was gathered based on the number of grammatical and lexical errors. Comparison of these values allows for a qualitative means of analyzing these two groups of participants. In general, it was found that gamers statistically performed better than non-gamers, both grammatically and lexically. They also made fewer mistakes. However, it became apparent during this study that there are additional influences that may contribute to the mastery of ESL.
Zanella, Béguelin Santiago José. "Formal certification of game-based cryptographic proofs." Institut national de recherche en informatique et en automatique (France). Unité de recherche (Sophia Antipolis, Alpes-Maritimes), 2010. http://pastel.archives-ouvertes.fr/pastel-00584350.
Full textThe game-based approach is a popular methodology for structuring cryptographic proofs as sequences of games. Game-based proofs can be rigorously formalized by taking a code-centric view of games as probabilistic programs and relying on programming language techniques to justify proof steps. In this dissertation we present CertiCrypt, a framework that enables the machine-checked construction and verification of game-based cryptographic proofs. CertiCrypt is built upon the general-purpose proof assistant Coq, from which it inherits the ability to provide independently verifiable evidence that proofs are correct, and draws on many areas, including probability and complexity theory, algebra, and semantics of programming languages. The framework provides certified tools to reason about the equivalence of probabilistic programs, including a relational Hoare logic, a theory of observational equivalence, verified program transformations, and ad-hoc programming language techniques of particular interest in cryptographic proofs, such as reasoning about failure events. We validate our framework through the formalization of several significant case studies, including proofs of security of the Optimal Asymmetric Encryption Padding scheme against adaptive chosen-ciphertext attacks, and of existential unforgeability of Full-Domain Hash signatures
Gançarski, Pierre. "Le controle de l'interactivite et du temps dans la production d'animation." Université Louis Pasteur (Strasbourg) (1971-2008), 1988. http://www.theses.fr/1988STR13217.
Full textPicard, François. "Contextualisation & Capture de Gestuelles Utilisateur : Contributions à l'Adaptativité des Applications Interactives Scénarisées." Phd thesis, Université de La Rochelle, 2011. http://tel.archives-ouvertes.fr/tel-00691944.
Full textCouture, Matte Robin. "Digital games and negotiated interaction : integrating Club Penguin Island into two ESL grade 6 classes." Master's thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/35458.
Full textThe objective of the present study was to explore negotiated interaction involving young children (age 11-12) who carried out communicative tasks supported by Club Penguin Island, a massively multiplayer online role-playing game (MMORPG). Unlike previous studies involving MMORPGs, the present study assessed the use of Club Penguin Island in the context of face-to-face interaction. More specifically, the research questions were three-fold: assess the presence focus-on-form episodes (FFEs) during tasks carried out with Club Penguin Island and identify their characteristics; evaluate the impact of task type on the presence of FFEs; and survey the attitudes of participants. The research project was carried out with 20 Grade 6 intensive English as a second language (ESL) students in the province of Quebec. The participants carried out one information-gap task and two reasoning-gap tasks including one with a writing component. The tasks were carriedout in dyads, and recordings were transcribed and analyzed to identify the presence of FFEs and their characteristics. A statistical analysis was used to assess the impact of task type on the presence of FFEs, and a questionnaire was administered to assess the attitudes of participants following the completion of all tasks. Findings revealed that carrying out tasks with the MMORPG triggered FFEs, that participants were able to successfully negotiate interaction without the help of the instructor, and that most FFEs were focused on the meaning of vocabulary found in the tasks and game. The statistical analysis showed the influence of task type since more FFEs were produced during the information-gap task than one of the reasoning-gap tasks. The attitude questionnaire revealed positive attitudes, which was in line with previous researchon digital games for language learning. Pedagogical implications point to the impact of MMORPGs for language learning and add to the scarce literature on negotiated interaction with young learners.
Books on the topic "Jeux vidéo – Langage"
Ryan, Trowbridge, ed. Maya Python for games and film: A complete reference for the Maya Python and the Maya Python API. Amsterdam: M. Kaufmann, 2012.
Find full textBerguer, Tristan. Langage décrypté des Gamers: Le Dictionnaire des Joueurs de Jeux Vidéo. Independently Published, 2019.
Find full textCharton, Eric. Premiers jeux en VB. CampusPress, 2002.
Find full textAssaf, Eyal. Rigging for Games: A Primer for Technical Artists Using Maya and Python. CRC Press LLC, 2015.
Find full textAssaf, Eyal. Rigging for Games: A Primer for Technical Artists Using Maya and Python. CRC Press LLC, 2015.
Find full textAssaf, Eyal. Rigging for Games: A Primer for Technical Artists Using Maya and Python. CRC Press LLC, 2015.
Find full textE-Lit. Je Joue Aux Jeux Vidéo. CI Liftoff, 2021.
Find full textUnified Discourse Analysis: Language, Reality, Virtual Worlds and Video Games. Taylor & Francis Group, 2014.
Find full textUnified Discourse Analysis: Language, Reality, Virtual Worlds and Video Games. Routledge, 2014.
Find full textGee, James Paul. Unified Discourse Analysis: Language, Reality, Virtual Worlds and Video Games. Taylor & Francis Group, 2014.
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