Academic literature on the topic 'Modèle humain virtuel'

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Journal articles on the topic "Modèle humain virtuel"

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Albessard-Ball, Lou, Sophie Gallas, and Dominique Grimaud-Hervé. "Penser l’évolution du cerveau humain, de l’objet fossile au modèle virtuel." Intellectica. Revue de l'Association pour la Recherche Cognitive 73, no. 2 (2020): 27–55. http://dx.doi.org/10.3406/intel.2020.1963.

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L’une des caractéristiques les plus souvent évoquées lorsque l’on tente de décrire ce qui fait notre humanité est le cerveau humain «moderne» et ses capacités cognitives. La mise en évidence chez les hominines fossiles de comportements que l’on reconnaît comme étant similaires aux nôtres joue donc un rôle majeur dans la compréhension des origines de cette humanité. C’est dans cette perspective, replacée dans le contexte d’une vision naturaliste de l’histoire évolutive de notre espèce, que paléoanthropologues et archéologues étudient l’évolution du cerveau et les origines de la cognition humaine. Ce champ d’études est aussi ardu qu’il est fascinant, en raison de la nature fragmentaire du matériel fossile que nous tentons d’interpréter, mais aussi de la proximité entre l’objet étudié et le scientifique qui cherche à élucider l’évolution de sa propre espèce. Nous abordons ici les méthodes à la disposition des paléoanthropologues pour reconstituer et sans cesse repenser l’évolution du cerveau humain.
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Dong, Xia, Ke Dian Wang, Jun Wei Cao, and Xue Song Mei. "Perception System Design of Virtual Human by Object-Oriented Method." Advanced Materials Research 204-210 (February 2011): 866–71. http://dx.doi.org/10.4028/www.scientific.net/amr.204-210.866.

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The perception module system of the virtual human in dangerous circumstances is studied mainly. The decision-making model based on emotion is created with mathematical method. The visual perception method is designed with geometrical algorithm, which can realize the determination of objects’ visibility. Perception module is designed with object-oriented method, including environment-information notification and virtual human’s responser. Communication between virtual human and nearby objects is communicated based on the perception module. The platform, which can simulate virtual human behaviors, is created with OpenGL technology by Visual C++6.0. The simulation results of virtual human behaviors prove that the perception system design of the virtual human is feasible.
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McNutt, Kathleen. "Research Note: Do Virtual Policy Networks Matter? Tracing Network Structure Online." Canadian Journal of Political Science 39, no. 2 (June 2006): 391–405. http://dx.doi.org/10.1017/s0008423906060161.

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Abstract.The Internet, operating as a technologically embedded laboratory of human activity, provides social scientists with a new set of analytical tools by which to test and replicate models of social and political behaviour, with data extrapolated from the regularities of online activity, organization and information exchange. This research note demonstrates that virtual policy networks, arrangements of public interaction between mutually supporting actors that form around policy activities, exist on the Web. In addition, the note considers whether or not Canadian virtual policy networks are mimicking their respective national policy communities through the application of a methodological approach referred to as link structure analysis. Four sectorally based networks, including Aboriginal policy, agriculture, banking and women-centred policy, are analyzed to assess the extent of virtual policy networks' replication of real world policy dynamics.Résumé.L'Internet, agissant comme laboratoire technologique de l'activité humaine, fournit aux chercheurs un nouvel ensemble d'outils analytiques par lesquels ils peuvent tester et recréer des modèles de comportements sociaux et politiques, à l'aide de données extrapolées à partir d'activités, d'organisations et d'échanges d'information en ligne. Cet essai montre qu'il existe sur Internet des réseaux virtuels d'action politique, à savoir des arrangements d'interaction publique entre différents acteurs sociaux se regroupant autour de certaines idées politiques. En outre, il essaie de déterminer si les réseaux virtuels canadiens imitent leurs communautés politiques nationales respectives, en utilisant une approche méthodologique désignée sous le nom d'analyse de la structure des liens. Quatre réseaux appartenant à des secteurs distincts, soit la politique autochtone, l'agriculture, les opérations bancaires et la condition féminine, sont analysés pour évaluer l'ampleur de la reproduction des dynamiques politiques et sociales du monde réel par les réseaux d'action politique virtuels.
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Maruyama, Tsubasa, Toshio Ueshiba, Mitsunori Tada, Haruki Toda, Yui Endo, Yukiyasu Domae, Yoshihiro Nakabo, Tatsuro Mori, and Kazutsugu Suita. "Digital Twin-Driven Human Robot Collaboration Using a Digital Human." Sensors 21, no. 24 (December 10, 2021): 8266. http://dx.doi.org/10.3390/s21248266.

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Advances are being made in applying digital twin (DT) and human–robot collaboration (HRC) to industrial fields for safe, effective, and flexible manufacturing. Using a DT for human modeling and simulation enables ergonomic assessment during working. In this study, a DT-driven HRC system was developed that measures the motions of a worker and simulates the working progress and physical load based on digital human (DH) technology. The proposed system contains virtual robot, DH, and production management modules that are integrated seamlessly via wireless communication. The virtual robot module contains the robot operating system and enables real-time control of the robot based on simulations in a virtual environment. The DH module measures and simulates the worker’s motion, behavior, and physical load. The production management module performs dynamic scheduling based on the predicted working progress under ergonomic constraints. The proposed system was applied to a parts-picking scenario, and its effectiveness was evaluated in terms of work monitoring, progress prediction, dynamic scheduling, and ergonomic assessment. This study demonstrates a proof-of-concept for introducing DH technology into DT-driven HRC for human-centered production systems.
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Kellam, Hugh, Clare Cook, Deborah L. Smith, and Pam Haight. "The Virtual Community of Practice Facilitation Model." International Journal of Technology and Human Interaction 19, no. 1 (August 18, 2023): 1–14. http://dx.doi.org/10.4018/ijthi.328578.

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This study examines the instructional design, learning experiences, and outcomes of a virtual community of practice (VCoP). In 2019, the Northern Ontario School of Medicine launched a continuing professional development program consisting of an asynchronous online module followed by an optional series of facilitated case-based videoconference workshops, designed as a VCoP. This program evaluation study employed a convergent parallel mixed methods design and combined data sources from participant pre- and post-program surveys and reflections with a content analysis of semi-structured interviews. The paper reports key enablers that contributed to the following outcomes: the value of an online module as a baseline of knowledge; the impact of the shared case studies, experiences, and peer support on reflection and modifications to medical practice; and skill development and patient-centered care as a result of module and VCoP participation. A model for the effective design and delivery of VcoPs is proposed that results in acquisition of new knowledge and skills and promotes patient-centred practice.
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Lafargue, Bernard. "De Blade Runner à A.I. : une machine plus humaine que l’homme." Figures de l'Art. Revue d'études esthétiques 6, no. 1 (2002): 461–67. http://dx.doi.org/10.3406/fdart.2002.1327.

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La perfectibilité est à l’homme ce que l’instinct est à l’animal. Habitant le virtuel, l’homme est destiné à devenir sans fin ce qu’il est. Quel comité de sages pourrait fixer une limite aux métamorphoses d’un être totipotent, protéiforme et prothétique ? L’humanité n’est jamais acquise, mais en “hominiscence”, selon le mot si juste que Michel Serres forge sur le modèle d'“adolescence”. L’immense mérite des films de science-fiction est de nous faire (pré) voir quelques figures possibles de l’homme de demain. De Blade Runner à A. I. tout se passe comme si, la machine virtuelle devenait le modèle de l’homme.
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Coutu, Eric, Alexis Margaritis, and Geneviève Hachez. "Validation of the Anthropometric Data Acquisition Module of Safework." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 38 (July 2000): 840–43. http://dx.doi.org/10.1177/154193120004403843.

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Existing Virtual Reality systems do not often integrate a realistic representation of the user. This lack of an accurate human model within such systems reduces the feeling of immersion for the subject. Therefore, one of the premises when using a virtual environment should be to generate a mannequin with anthropometric characteristics that accurately correspond to the user. Because the anthropometric data usually require a long acquisition process, a new sophisticated measuring technique has been created. This method is capable of grabbing automatically some dimensions of a subject and re-creating the corresponding virtual human. This method uses a motion capture system and requires placing sensors on specific anatomic landmarks in order to measure directly anthropometric variables. In this paper, we present the different steps and results of the validation of this new feature of SAFEWORK®.
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LI, Fu Xing. "The Application Research on Ergonomics Based on the CATIA Software Platform." Applied Mechanics and Materials 651-653 (September 2014): 2050–54. http://dx.doi.org/10.4028/www.scientific.net/amm.651-653.2050.

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Through the ergonomic analysis module that is based on the CATIA software platform, the virtual human body model is introduced into the rescue cabin digital module of ambulance and thus the virtual man-machine relationship is established; meanwhile, the theories of ergonomics are employed as guidance for the optimization design of rescue cabin so as to probe into how the CATIA-based ergonomic analysis module is applied in product development and design.
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Han, Chang Hee, Won Il Kim, and Myoung Ho Oh. "A Functional Test Bed for Producing Virtual Human's Human-Like Movement Based on Limited Perception." Applied Mechanics and Materials 284-287 (January 2013): 3251–55. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3251.

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In this paper, the movement behavior of a virtual human based on realistically limited perception (RLP) is proposed to be human-like. As an interface between perception and movement-path generation, a mapping module is a fundamental component needed by a virtual human. Research of the mapping based on RLP was performed by Hill et al. However, their research was conducted using only a camera’s view point. In this present research, a virtual human’s integration with Hill et al’s mapping and other variables (e.g., enemy emergence) is considered in the context of a reconnaissance mission. The loci of the movement paths that were generated by human subjects and a virtual human based on RLP are compared with each other.
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Göbel, Stefan, Ido Aharon Iurgel, Markus Rössler, Frank Hülsken, and Christian Eckes. "Design and Narrative Structure for the Virtual Human Scenarios." International Journal of Virtual Reality 6, no. 4 (January 1, 2007): 1–10. http://dx.doi.org/10.20870/ijvr.2007.6.4.2703.

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This article describes the design of the two application scenarios of the Virtual Human project and its integration into the Virtual Human system. This includes overall concepts and considerations of the demonstrators for the two application scenarios (learning, edutainment) as well as underlying methodic-didactic aspects for knowledge transmission and narrative concepts for story structure and story control during run-time of the system. Hence, in contrast to traditional learning systems with virtual characters as virtual instructors, an exciting and suspenseful interactive information space has been created. On the one hand, the methodic-didactic methods and VH learning model guarantee learning effects, on the other hand narrative structures and an emotion module provide the ground for a playful and exciting story environment, whereby the users can interact and discuss with a set of virtual characters.
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Dissertations / Theses on the topic "Modèle humain virtuel"

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Billon, Ronan. "Modèle d’interaction gestuelle entre humain et acteur de synthèse dans un contexte de théâtre virtuel." Brest, 2010. http://www.theses.fr/2010BRES2026.

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Ce travail de thèse se situe dans le cadre général de la communication et de l’interaction en environnement de réalité virtuelle. Nous nous intéressons particulièrement à la communication non-verbale entre l’humain et un acteur virtuel autonome. Nos travaux se positionnent dans un contexte d’interaction gestuelle qui soit la plus naturelle possible. Notre problématique consiste alors à percevoir et reconnaître un geste ou une séquence de gestes en temps-réel. Dans ce contexte, nous proposons de mettre en oeuvre un modèle de reconnaissance gestuelle efficace. Il existe actuellement de véritables difficultés pour créer une analyse de la dynamique des gestes. Les travaux issus de l’état de l’art décrit reposent sur la transcription des gestes en symboles. Un systéme de reconnaissance efficace devra répondre à un apprentissage simple, une reconnaissance temps-réel, une segmentation automatique du flux de mouvements, une extensibilité de la base de gestes aisée. Notre proposition est de fonder le notre sur une gestion de signature de geste. Nous montrons que grâce à une technique de compression basée sur I’ACP et une représentation géométrique appropriée, nous obtenons une image du geste contenant les informations nécessaires pour le caractériser et ainsi faciliter la comparaison avec l’observation temps-réel du flux continu. Nous introduisons une nouvelle technique de segmentation du flux associant la signature à un modèle d’agents. Nous avons appliqué avec succès nos travaux à une évaluation en condition de laboratoire puis devant un public dans un contexte de théâtre virtuel basé sur un scénario de Capoeira
This work takes place in the general framework of communication and interaction in virtual reality environment. We are particularly interested in the nonverbal communication between humans and autonomous virtual actor. We position our work in the field of gesture interaction that is as natural as possible. Then, our problematic is to perceive and recognize a gesture or a sequence of gestures in realtime. In this context, we search to implement an effective model of gesture recognition. There are currently difficulties on the analysis of dynamic gestures. All studies from the state of the art described in this thesis refer all on the transcription of gestures into symbols. An effective recognition system should respond to: quick and easy learning stage; real-time recognition; automatic segmentation of the flow of movements; scalability of the database. To our knowledge, no system meet all these characteristics simultaneously. Our proposal is to base our model on gesture signature. This summerize the essence of the gesture. We show that using a compression technique based on PCA and a proper geometric adjustement we can compute a representation containing the information needed to characterize the gesture and faciitate the comparison with the observation of real-time flow. We introduce a new technique for segmenting the real-time flow based on the combination of the signature and an agent model. We applied our work, with success, on laboratory conditions evaluations and then in front of an audience in a play based on a Capoeira script in a theater
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Taoum, Joanna. "MEMORIA, un Modèle de rEprésentation de la MémOire de l'appRenant pour les systèmes tutoriels Intelligents et Adaptatifs." Thesis, Brest, 2018. http://www.theses.fr/2018BRES0117/document.

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Dans cette thèse, nous présentons MEMORIA, un modèle de représentation de la mémoire de l’apprenant pour les systèmes tutoriels intelligents et adaptatifs. La contribution principale de ce modèle est une formalisation et une implémentation du modèle de l’apprenant sous forme de mémoires qui stockent les informations perçues par l’apprenant dans un environnement virtuel et les instructions émises par le tuteur. La conception de notre modèle est basée sur les quatre composantes classiques d’un système tutoriel intelligent. Le modèle du domaine est représenté par les connaissances métiers formalisées à l'aide de MASCARET. Afin de rendre naturelles les interactions entre le tuteur et l'apprenant, nous représentons le modèle de l'interface par l'intermédiaire d'un agent conversationnel animé à l'aide de la plate-forme Greta. Le modèle de l'apprenant est constitué de l'ensemble des connaissances acquises par l'apprenant en cours de simulation. Ces connaissances sont organisées dans trois mémoires : la mémoire sensorielle, la mémoire de travail et la mémoire à long terme. Notre enjeu majeur porte sur la formalisation de l'encodage des informations dans ces mémoires, ainsi que le flux de données entre celles-ci. Cette formalisation est basée sur la théorie de la mémoire humaine proposée par Atkinson et Shiffrin et inspirée de l'architecture cognitive ACT-R. Le modèle de tuteur que nous proposons est centré sur la réalisation d'un comportement qui adapte l'exécution du scénario en fonction des connaissances de l'apprenant et de ses interactions avec le tuteur. Une étude expérimentale a été menée pour valider notre modèle. Nous avons comparé deux groupes de participants. Dans le premier groupe, nous avons intégré un tuteur adaptatif utilisant notre modèle, qui adapte l'exécution du scénario pédagogique et dans le second groupe, un tuteur non adaptatif qui réalise un scénario pédagogique figé. Les résultats de cette étude permettent de conclure quant à l'efficacité de notre modèle pour un apprentissage de procédure
In this thesis, we present MEMORIA, a model of the learner’s memory representation for adaptive and intelligent tutoring systems. The main contribution of this model is a formalization and an implementation of the learner's model using memories that store the information perceived by the learner in a virtual environment and the instructions given by the tutor. The design of our model is based on the four classic components of an intelligent tutorial system.The domain model is represented by the domain knowledge that is formalized using MASCARET. In order to make the interactions between the tutor and the learner natural, we represent the interface model through an embodied conversational agent using GRETA. The learner's model is made of all the knowledge acquired by the learner during the simulation. This knowledge is organized into three memories: sensory memory, working memory, and long-term memory. Our major challenge is to formalize the encoding of information in these memories, as well as the data flow between them.This formalization is based on the theory of human memory proposed by Atkinson and Shiffrin and inspired by the cognitive architecture ACT-R. Our proposed tutor model focuses on the realization of a behavior that adapts the execution of the pedagogical scenario according to the learner's knowledge and the interactions with the tutor. An experimental study was conducted to validate our model. We compared two groups of participants. In the first group, we integrated an adaptive tutor using our model which adapts the execution of the pedagogical scenario and in the second group, a non-adaptive tutor who applied a fixed pedagogical scenario. The results of this study allow us to conclude on the effectiveness of our model for procedural learning
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Vedel, Charlotte. "Increasing lifting performances : Biomechanics for an optimized training." Electronic Thesis or Diss., Lyon, INSA, 2023. http://www.theses.fr/2023ISAL0054.

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Plus que le sport, l’haltérophilie et la force athlétique sont largement utilisées dans la préparation physique pour la performance sportive. Comme ils consistent tous deux à soulever des charges importantes, ils doivent être bien exécutés pour éviter les blessures et améliorer la forme physique et les performances. A ce jour, les conseils de coachs expérimentés ou diplômés ou autoproclamés pullulent dans les salles de sport et sur le web, mais très peu s'appuient sur des connaissances scientifiques. Les mêmes instructions techniques sont souvent données à des hommes et des femmes ayant des caractéristiques anthropométriques et des formations différentes. Comme elles ne sont pas individualisées, ces instructions pourraient être au mieux non optimales pour la plupart des athlètes, ne leur permettant pas d'exprimer tout leur potentiel et, au pire, dangereuses et provoquant des blessures. L'objectif central de notre projet est le développement et la validation d'un modèle humain virtuel personnalisé optimisé. D’une part, un modèle mécanique virtuel d’un athlète effectuant un squat a été conçu numériquement et mis en mouvement par le développement d’un algorithme génétique minimisant une fonction de coût. D’autre part, une expérience a été conçue pour mesurer la cinématique du squat d’athlètes expérimentés. Les résultats de la simulation et de l'expérimentation ont ensuite été confrontés, les différences expliquées et les axes d'amélioration répertoriés
More than sports, weightlifting and powerlifting are widely used in fitness/resistance training for sport performance. As they both consist of lifting additional weights they must be well executed to avoid injuries and enhance fitness and performance. To date, pieces of advice from experienced or graduated or self - proclaimed coaches, swarm in gyms and on the web, but very little are based on scientific knowledge. The same technical instructions are often given to men and women with different anthropometry and training history. As they are not individualized, these instructions could be at best suboptimal for most athletes, not enabling them to express their full potential and, at worst, dangerous and causing injuries. The central objective of our project is the development and validation of an optimised personalized virtual human model. On the one hand, a virtual mechanical model of an athlete squatting was numerically designed and set into motion by the development of a genetic algorithm minimizing a cost function. On the other hand, an experiment was designed to measure the squat kinematics of experienced athletes. The results of the simulation and experimentation were then confronted, the differences explained and areas of improvement listed
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Kouyoumdjian, Alexandre. "Sélection de cibles en mouvement : contexte, modèles, et paradigmes d'aide à la sélection." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS606/document.

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La sélection de cibles en mouvement a été peu abordée dans la littérature scientifique, car les facteurs qui caractérisent ce mouvement sont nombreux. Si certains modèles tels que la loi de Fitts permettent d’estimer le temps de sélection de cibles statiques, ils en sont incapables pour des cibles mobiles, et l’influence de la nature des mouvements d’une cible sur les performances de sélection reste à déterminer. Nous proposons un état de l’art des techniques de sélection de cibles, dont nous avançons une proposition de taxinomie, ainsi qu’une classification des cibles mobiles et de leurs environnements. Nous avons proposé un modèle de description et de génération de mouvement, et l’avons exploité pour extraire les paramètres de mouvement essentiels de cibles mobiles, afin d’estimer la difficulté de les sélectionner. Ce modèle (VFA) comprend la vitesse(V), la période entre chaque changement de direction et la fréquence (F) correspondante, ainsi que l’amplitude angulaire maximale (A) de ces changements de direction. Le modèle VFA nous a permis de mesurer l’influence de ces paramètres sur les performances de sélection, les impressions subjectives des utilisateurs, et leurs stratégies d’anticipation. Ces résultats ont conduit à rechercher des critères dépendant des paramètres VFA, comme l’aire de l’enveloppe convexe de la trajectoire de la cible sur une période donnée, permettant de prédire les performances de sélection. Nous observons que la distance du modèle de Fitts n’a que peu d’influence sur les performances de sélection de cibles mobiles vives et imprévisibles, et validons notre prédiction des performances de sélection en montrant qu’il est possible de les améliorer en ajustant les tailles des cibles selon la difficulté prédite, ou d’utiliser celle-ci pour biaiser l’heuristique d’une technique de prédiction de l’intention. Nous étudions également l’apport d’une assistance pseudo-haptique ajoutée à une technique de prédiction de l’intention, et observons qu’il dépend du compromis vitesse-précision choisi par l’utilisateur. Nous montrons enfin qu’une technique fondée sur l’ élimination manuelle des distracteurs en parallèle de la prédiction de l’intention permet d’obtenir d’excellentes performances de sélection avec un effort physique très réduit. Ces résultats conduisent à la proposition de recommandations pour la conception de nouvelles techniques de sélection plus adaptées aux cibles mobiles
The selection of moving targets has received little attention in the literature, as the factors that influence motion are numerous and complex. Though models such as Fitts’ Law can estimate selection time for static targets, they fail to do so for moving ones, and the influence of a target’s movements on its associated selection performance remains to be determined. Here we propose a state of the art of moving target selection techniques, a taxonomy thereof, as well as a classification of moving targets and their environments. We propose a model for the description and generation of movement, a use it to extract essential motion parameters from moving targets, in order to estimate their selection difficulty. This model (SFA) includes speed (S), the period between each change in direction and its associated frequency (F), as well as the maximum angular amplitude of these changes (A).Thanks to the SFA model, we measured the influence of these parameters on selection performance, the subjective impressions of users, and their anticipation strategies. These results led us to look for SFA dependent criteria, such as the area of the target’s trajectory’s convex hull over a given period of time, which can predict selection performance. We note that Fitts’s distance has little influence on selection performance for quick, unpredictable moving targets, and validate our estimate of selection performance by showing that this estimate can be used to improve selection performance by adjusting the size of targets accordingly, or by using it to bias an intention prediction heuristic. We also assess the benefits of pseudo-haptic assistance coupled with intention prediction, and show that it depends on the speed accuracy trade-off chosen by a given user. We finally show that a technique based on the manual elimination of distractors running concurrently with intention prediction allows for excellent selection performance, and drastically reduced physical effort. We conclude by offering advice on the design of new selection techniques that would be better suited to moving targets
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Fleury, Cédric. "Modèles de conception pour la collaboration distante en environnements virtuels distribués : de l'architecture aux métaphores." Phd thesis, INSA de Rennes, 2012. http://tel.archives-ouvertes.fr/tel-00765338.

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Nos contributions visent à améliorer la collaboration dans les environnements virtuels tant au niveau de l'architecture distribuée qu'au niveau des métaphores de collaboration. Pour garantir que tous les utilisateurs perçoivent le même état de l'environnement virtuel au même moment, nous proposons un premier modèle d'adaptation dynamique de la distribution des données sur le réseau. Nous proposons un deuxième modèle d'architecture logicielle qui sépare les données de l'environnement virtuel de cette partie réseau et des composants spécifiques à chaque utilisateur. Pour permettre à des utilisateurs utilisant des dispositifs matériels différents de collaborer, nous avons défini un troisième modèle qui intègre chaque utilisateur dans l'environnement virtuel en tenant compte de son environnement réel. Dans le cadre du projet ANR Collaviz, ces trois modèles ont permis de mettre en œuvre un framework qui a été utilisé pour réaliser plusieurs expérimentations de collaboration à distance.
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Stevens, Brett. "Physically augmenting reality : human-computer interaction with projection-augmented models." Thesis, University of Portsmouth, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247495.

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Chamaret, Damien. "Plate-forme de réalité virtuelle pour l'étude de l'accessibilité et de l'extraction de lampes sur prototype virtuel automobile." Phd thesis, Université d'Angers, 2010. http://tel.archives-ouvertes.fr/tel-00540899.

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Depuis quelques années, la plupart des constructeurs automobiles innovent en faisant appel aux techniques de la réalité virtuelle (RV). Cette approche possède un fort potentiel en termes de gain de temps et de réduction des coûts. Elle permet également d'évaluer de nouvelles approches liées au processus de conception lui-même. Cependant, un certain nombre de verrous technologiques et méthodologiques subsistent. Ils concernent en particulier (i) la simplification et la physicalisation des maquettes numériques issues des logiciels de CAO, (ii) le développement de configurations visuo-haptiques adaptées aux différentes tâches impliquées par le prototypage virtuel, et (iii) l'identification des retours sensoriels les plus pertinents, permettant à l'opérateur d'effectuer ces tâches efficacement. Un ensemble de problématiques soulevées par le service R&D de Valeo Lighting Systems (Angers) nous a conduit à traiter les trois aspects évoqués ci-dessus. Les tâches étudiées sont l'accessibilité, l'extraction et la manipulation de lampes sur prototype virtuel à l'échelle 1:1. Dans le manuscrit, nous commençons par aborder les limites du prototypage réel et les apports liés au prototypage virtuel. Ces apports sont examinés en particulier pour les phases de création et de validation des prototypes. Puis, nous présentons un état de l'art exhaustif des dispositifs d'affichage et des interfaces à retour d'effort, que nous avons classées en fonction de leur architecture mécanique et de leur support de référence. Ensuite, nous traitons la simplification et l'intégration de maquettes virtuelles ainsi que l'intégration du modèle biomécanique de l'opérateur humain. Différentes simulations permettant de valider la méthodologie d'intégration proposée sont décrites. Celles-ci sont basées sur l'utilisation de notre plate-forme de réalité virtuelle. Enfin, nous décrivons une série cohérente et progressive d'expérimentations permettant d'évaluer la pertinence et l'influence de différentes modalités sensorielles (visuelle, sonore, vibro-tactile, et kinesthésique) sur la performance humaine. L'objectif est d'identifier les avantages et inconvénients de ces retours d'information dans différentes configurations matérielles. Les résultats sont analysés via différents indicateurs de performance (temps de réalisation des tâches, précision de placement). Des données subjectives sont également recueillies via l'observation des sujets pendant l'exécution des tâches et à partir de questionnaires.
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Benabbou, Azzeddine. "Génération dynamique de situations critiques en environnements virtuels : dilemme et ambiguïté." Thesis, Compiègne, 2018. http://www.theses.fr/2018COMP2432.

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Nos travaux traitent de la génération dynamique de situations critiques en environnements virtuels. Parmi les dimensions qui caractérisent les situations critiques, nous nous intéressons particulièrement aux dilemmes et aux situations ambiguës. L’enjeu informatique de nos travaux consiste à générer automatiquement des dilemmes et des situations ambiguës à partir de modèles qui ne sont pas destinés, à priori, pour décrire ces deux types de situations. Un dilemme est souvent défini comme étant une situation à choix difficile, où l’individu doit choisir entre deux options, ou plus, qui présentent toutes des inconvénients. L’ambiguïté quant à elle, se réfère aux situations qui sont sujettes à plusieurs interprétations. Dans le cadre de nos travaux, nous proposons tout d’abord un modèle formel de ces deux notions en se reposant sur des théories issues des sciences humaines et sociales. A partir de cette formalisation, nous proposons un ensemble d’algorithmes et de techniques de génération qui raisonnent sur des modèles de connaissances—manipulés par les experts du domaine — qui ne sont pas destinés, à priori, pour la description des dilemmes ou des situations ambiguës. Le raisonnement sur ces modèles sémantiques permet d’inférer de nouvelles connaissances. Elles permettent d’identifier les entités (e.g. actions, événements, objets) susceptibles de créer, si combinées ensemble, des situations qui vérifient les propriétés énoncées dans la formalisation des dilemmes et de l’ambiguïté
Our work is related to dynamic generation of critical situations in virtual environments. We focus on two particular types of critical situations: dilemmas and ambiguous situations. The challenge of this work is to generate automatically these situations using models that are not intended to describe dilemmas and ambiguous situations. A dilemma is defined as a situation that includes a difficult choice. It refers to a situation where individuals have to choose between two, or more, inconvenient options. Ambiguity refers to situations that can be interpreted in different ways. In the context of this thesis, we propose a formal model for the two notions that is inspired by humanities and social sciences. Using this formalization, we propose a set of algorithms and generation technics that use knowledge models — manipulated by domain experts — that are not intended to describe dilemmas and ambiguous situations. The use of these models enables the generation engine to infer new knowledge used to extract the entities (e.g. actions, events, objects) that can potentially produce situations that meet the properties defined in the dilemma and ambiguity formalization. In order to propose a content adapted to each learner, it is necessary to take into consideration the value system of each person in the dilemma generation process. Thus, we propose to operationalize the theory of universal values of Schwartz. Concerning the ambiguity, it is necessary to take into account the level of knowledge of the learner regarding the world variables. Thus, we propose to model the mental representation of the learner. In order to consider the uncertainties in this representation, we propose to use the belief functions theory that is well-suited for this matter
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Duval, Thierry. "Models for design, implementation and deployment of 3D Collaborative Virtual Environments." Habilitation à diriger des recherches, Université Rennes 1, 2012. http://tel.archives-ouvertes.fr/tel-00764830.

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This work aims at providing some cues in order to address the essential requirements about the design of 3D Collaborative Virtual Environments (CVE). We have identified six essential topics that must be addressed when designing a CVE. For each of them, we present a state of the art about the solutions that can address this topic, then we show our own contributions: how we improve existing solutions and what are our new propositions. 1 - Choosing a model for the distribution of a CVE We need a distribution model to distribute as efficiently as possible the content of a CVE among all the nodes involved in its execution, including the machines of the distant users. Our proposition is to allow CVE designers to mix in a same CVE the three main distribution models usually encountered: centralized on a server, totally replicated on each site, or distributed according to a hybrid distribution model. 2 - Choosing a model for the synchronization of these nodes To maintain consistency between all the nodes involved in the execution of a CVE, we must choose between a strong synchronization or a relaxed one, or an in-between solution. Our proposition is to manage some temporary relaxation of the synchronization due to network breakdowns, with several synchronization groups of users, making them aware of these network breakdowns, and to allow some shared objects to migrate from one site to another. 3 - Adapting the Virtual Environment to various hardware systems VR applications must be adapted to the software and to the hardware input and output devices that are available at run-time, in order to be able to deploy a CVE onto di fferent kinds of hardware and software. Our solution is the PAC-C3D software architectural model which is able to deal with the three main distribution modes encountered in CVE. 4 - Designing interaction and collaboration in the VE Expressing the interactive and collaborative capabilities of the content of a CVE goes one step beyond geometric modeling, by adding interactive and collaborative features to virtual objects. We propose a unified model of dialog between interactive objects and interaction tools, with an extension to Collada in order to describe interactive and collaborative properties of these interactive objects and interaction tools. 5 - Choosing the best metaphors for collaborative interactions Most of the time single-user interaction tools and metaphors are not adapted to off er effi cient collaboration between users of a CVE. We adapt some of these tools and metaphors to collaborative interactions, and we propose new really collaborative metaphors to enhance real multi-user collaborative interactions, with dedicated collaborative feedback. 6 - Embedding the users' physical workspaces within the CVE Taking into account users' physical workspaces makes it possible to adapt a CVE to the hardware input and output devices of the users, and to make them aware of their physical limitations and of those of the other users, for better interaction and collaboration. We propose the Immersive Interactive Virtual Cabin (IIVC) concept to embed such 3D representations in CVE.
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Silva, Sahra Karolina Gomes e. "Um modelo de avaliacão da percepção de tridimensionalidade para sistemas de realidade virtual estereoscópicos." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-09022017-153737/.

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Ambientes virtuais tridimensionais imersivos são frequentemente utilizados como apoio às estratégias de treinamento ou educação conduzidas em ambientes reais. Técnicas estereoscópicas como as de anaglifos, obturação e polarização da luz são recursos que oferecem a sensação de imersão nesses ambientes virtuais. É crescente o interesse em pesquisas acerca de como os humanos percebem o espaço e interagem em ambientes virtuais, investigando como componentes de sistemas imersivos afetam a percepção humana. Essa percepção é importante para várias tarefas, como mover objetos e identificar estruturas, que requerem a interpretação e entendimento das informações do espaço. Apesar de tal interesse, não são encontrados na literatura modelos de mensuração de tal percepção. Este cenário constitui um desafio no que concerne à necessidade de criação de modelos para mensurar, independentemente da aplicação, a percepção da tridimensionalidade proporcionada pelas técnicas estereoscópicas citadas. Este projeto de mestrado define, implementa e valida um modelo extensível capaz de avaliar a percepção da tridimensionalidade em sistemas de realidade virtual estereoscópicos no contexto de ambientes que envolvem interação com manipulação de objetos. O escopo da presente pesquisa foi definido mediante a realização de uma Revisão Sistemática, que identificou métodos e parâmetros utilizados na avaliação de ambientes estereoscópicos. Para atingir os objetivos deste trabalho, foram conduzidos experimentos que serviram de base para a definição do modelo. Os resultados dos experimentos indicaram que o modelo elaborado é capaz de compor um veredicto sobre a percepção de tridimensionalidade fornecida por uma técnica, assim como auxiliar na tomada de decisões acerca da utilização de técnicas estereoscópicas em sistemas de RV
Three-Dimensional immersive virtual environments are often used as support for training strategies or education conducted in real environments. Stereoscopic techniques such as anaglyph, shutter glasses and polarized glasses can offer a sense of immersion in these virtual environments. There is a growing interest in research how humans perceive space and interact in virtual environments, investigating how components of immersive systems affect different understanding of space in virtual reality systems. This perception is important for various tasks, such as moving objects and identify structures that require interpretation and understanding of space information. This scenario is a challenge regarding the establishment of models to measure, independently of the application, the perception of three-dimensionality provided by the stereoscopic techniques cited. This master project defines and validates an extensible model able to evaluate the three-dimensionality perception in different virtual reality systems with stereoscopy that involves objects manipulation. The scope of this study was defined with a systematic review that identified methods and parameters used to assess stereoscopic environments. To achieve the objectives of this study, experiments was conducted as the basis to define the model. The results of the experiments indicated that the model developed is able to set a verdict about three-dimensionality perception provided by a stereoscopic technique and assist decision-making regarding the use of stereoscopic techniques in VR systems
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Books on the topic "Modèle humain virtuel"

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Hello avatar: Rise of the networked generation. Cambridge, Mass: MIT Press, 2011.

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Begault, Durand R. 3-D sound for virtual reality and multimedia. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 2000.

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Center, Ames Research, ed. 3-D sound for virtual reality and multimedia. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 2000.

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Begault, Durand R. 3-D sound for virtual reality and multimedia. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 2000.

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Begault, Durand R. 3-D sound for virtual reality and multimedia. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 2000.

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3-D sound for virtual reality and multimedia. Boston: AP Professional, 1994.

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Interaktion mit virtuellen Agenten?: Zur Aneignung eines ungewohnten Artefakts. Stuttgart: Lucius & Lucius, 2010.

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service), SpringerLink (Online, ed. Innovation in product design: From CAD to virtual prototyping. London: Springer, 2011.

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1953-, Fisher Bob, Dawson-Howe K, O'Sullivan Carol 1965-, and International Symposium on Virtual and Augmented Architecture (2001 : Dublin, Ireland), eds. Virtual and augmented architecture (VAA'01): Proceedings of the International Symposium on Virtual and Augmented Architecture (VAA'01), Trinity College, Dublin, 21-22 June 2001. London: Springer, 2001.

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Shumaker, Randall. Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments: 5th International Conference, VAMR 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part I. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013.

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Book chapters on the topic "Modèle humain virtuel"

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Kalra, Prem, Stephane Garchery, and Sumedha Kshirsagar. "Facial Deformation Models." In Handbook of Virtual Humans, 119–39. Chichester, UK: John Wiley & Sons, Ltd, 2006. http://dx.doi.org/10.1002/0470023198.ch6.

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Zhu, Wenjue, Andry Chowanda, and Michel Valstar. "Topic Switch Models for Dialogue Management in Virtual Humans." In Intelligent Virtual Agents, 407–11. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47665-0_43.

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Scheutz, Matthias. "Computational Mechanisms for Mental Models in Human-Robot Interaction." In Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments, 304–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8_34.

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Traum, David. "Models of Culture for Virtual Human Conversation." In Lecture Notes in Computer Science, 434–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02713-0_46.

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Wu, Xiangqian, Li Yi, Matthias Klar, Marco Hussong, Moritz Glatt, and Jan C. Aurich. "Intelligent Robotic Arm Path Planning (IRAP2) Framework to Improve Work Safety in Human-Robot Collaboration (HRC) Workspace Using Deep Deterministic Policy Gradient (DDPG) Algorithm." In Lecture Notes in Mechanical Engineering, 179–87. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-18326-3_18.

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AbstractIndustrial robots are widely used in manufacturing systems. The places that humans share with robots are called human-robot collaboration (HRC) workspaces. To ensure the safety in HRC workspaces, a collision-avoidance system is required. In this paper, we regard the collision-avoidance as a problem during the robot action trajectory design and propose an intelligent robotic arm path planning (IRAP2) framework. The IRAP2 framework is based on the deep deterministic policy gradient (DDPG) algorithm because the path planning is a typical continuous control problem in a dynamic environment, and DDPG is well suited for such problems. To test the IRAP2 framework, we have studied a HRC workspace in which the robot size is larger than humans. At first, we have applied a physics engine to build a virtual HRC workspace including digital models of a robot and a human. Using this virtual HRC workspace as the environment model, we further trained an agent model using the DDPG algorithm. The trained model can optimize the motion path of the robot to avoid collision with the human.
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Lebiere, Christian, Florian Jentsch, and Scott Ososky. "Cognitive Models of Decision Making Processes for Human-Robot Interaction." In Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments, 285–94. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8_32.

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Cordar, Andrew, Andrew Robb, Adam Wendling, Samsun Lampotang, Casey White, and Benjamin Lok. "Virtual Role-Models: Using Virtual Humans to Train Best Communication Practices for Healthcare Teams." In Intelligent Virtual Agents, 229–38. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21996-7_23.

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Ososky, Scott, Florian Jentsch, and Elizabeth Phillips. "Human Considerations in the Application of Cognitive Decision Models for HRI." In Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments, 295–303. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8_33.

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Badler, Norman. "Human Models in the Future Virtual Environment Systems." In The Kluwer International Series in Engineering and Computer Science, 409–12. Boston, MA: Springer US, 1996. http://dx.doi.org/10.1007/978-1-4613-1447-9_38.

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Goodrich, Michael A., and Daqing Yi. "Toward Task-Based Mental Models of Human-Robot Teaming: A Bayesian Approach." In Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments, 267–76. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8_30.

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Conference papers on the topic "Modèle humain virtuel"

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Hyncik, Ludek, Hana Cechova, Ludek Kovar, and Pavel Blaha. "On Scaling Virtual Human Models." In Asia Pacific Automotive Engineering Conference. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2013. http://dx.doi.org/10.4271/2013-01-0074.

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Yang, Jingzhou, Karim Abdel-Malek, Kim Farrell, and Kyle Nebel. "The Iowa Interactive Digital-Human Virtual Environment." In ASME 2004 International Mechanical Engineering Congress and Exposition. ASMEDC, 2004. http://dx.doi.org/10.1115/imece2004-61791.

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Proper assessment of human reach posture is one of the essential functions for workspace design and evaluation in a CAD system with a built-in human model. Most existing models have used heuristic methods, which provide only the range of feasible human reaching postures, which may or may not include naturalistic reach posture. We present a multi-objective-optimization (MOO)-based approach for predicting realistic reach postures of digital humans, one based on our belief that humans assume different reach postures depending on different cost functions, i.e., multi-objective functions. In this work, the number of degrees of freedom (DOF) associated with the model is unlimited, and ranges of motion of joints are considered. The problem is formulated as MOO and single-objective optimization (SOO) algorithms where one or all cost functions (joint displacement, energy, effort, etc.) are considered as objective functions that drive the model to a solution set. A real-time simulation of the digital human’s motion is applied in the IOWA digital-human virtual environment.
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Boring, Ronald, Thomas Ulrich, Roger Lew, and Jooyoung Park. "Synchronous vs. Asynchronous Coupling in the HUNTER Dynamic Human Reliability Analysis Framework." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003552.

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The Human Unimodel for Nuclear Technology to Enhance Reliability (HUNTER) framework for dynamic human reliability analysis (HRA) has recently been developed into standalone software. HUNTER creates a virtual operator that is coupled to a virtual system model, in this case a nuclear power plant model. Asynchronous model coupling is most often found in the use of thermohydraulic codes like RELAP5-3D, which are designed to run in batch mode without interruption to determine the evolution of plant parameters from a particular set of conditions. Within RELAP5-3D, it is possible to schedule changes in the configuration, but conditions are determined a priori and not changed once a particular simulation run is started. In contrast, synchronous model coupling is most commonly found in interactive simulators, which feature a system model linked to real-time inputs from a human user. A model that is executed is a simulation, while a simulator is a simulation designed to interact with human inputs. Simulation is typically asynchronous to other models or humans, whereas simulators are synchronous with regular exchanges to other models or humans. For example, a training simulator at a nuclear power plant operates synchronously in such a manner that an input from the reactor operator at any point in time will change the evolution of the simulation run. The simulator provides an evolving response to dynamic contexts that reflect operator actions. The ability to change the simulation direction mid-course is the hallmark of synchronous coupling. HUNTER, as virtual operator, most accurately reflects human-system interactions when it is coupled synchronously with a plant model. In this paper, we explore synchronous and asynchronous coupling based on implementations in HUNTER.
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Moldoveanu, Florica, Eman Ahmad shudayfat, Alin Moldoveanu, and Alexandru Gradinaru. "VIRTUAL REALITY-BASED BIOLOGY LEARNING MODULE." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-209.

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Virtual reality finds increasingly more place in education, especially through the three-dimensional environments. Although different experiments were performed with 3D virtual learning environments we believe that research in this area is still in its infancy and the perspective are high due to continuous technological advances. Our learning module allows students to more easily understand, by 3D visualizations and animations, the internal structure of the human body, living cells in the human body, bone structure or hearth sections. The 3D experience is completed with a wide range of multimedia elements like text, voice or digital image with animation. The module offers a collaborative learning environment, which contributes to the socialization of the participants. Their immersion in the virtual space, by means of avatars, improves also the attractiveness of the lesson. When a student is on-line in the virtual world, he has several options for learning about any found object and synchronizes this interaction with the teacher. Such options are YouTube, Wikipedia, Power point presentation, Videos, Hyperlinks. The paper presents the results of an experiment with our learning module, which was conducted with a group of 20 students from the ninth grade at a school in Jordan. The experiment aimed to make a comparison between the traditional method of teaching and learning and the virtual environment-based method offered by our module. Students appreciated the immersion in the virtual space, flying through the human body cells. They enjoyed the lesson, also, because they were able to communicate with colleagues during the lesson, each hidden behind an avatar. Last but not least, the lesson in virtual environment does not require their presence in the real class in a fixed schedule.
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Badler, Norman I., Jan Allbeck, Seung-Joo Lee, Richard J. Rabbitz, Timothy T. Broderick, and Kevin M. Mulkern. "New Behavioral Paradigms for Virtual Human Models." In 2005 Digital Human Modeling for Design and Engineering Symposium. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2005. http://dx.doi.org/10.4271/2005-01-2689.

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Yan, Shengyuan, Chunyan Xia, Zhijian Zhang, Minjun Peng, and Ming Yang. "Application of Virtual Reality in Evaluation and Optimization for Human Machine Interface." In 17th International Conference on Nuclear Engineering. ASMEDC, 2009. http://dx.doi.org/10.1115/icone17-75644.

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Functional simulation based evaluation plays a very important role in human machine interface (HMI) evaluation. Virtual OM system is newly emerged as effective tool for realizing the interaction process of HMI. In this paper, a 3D virtual environment, dynamic operating and monitoring (OM) modules of HMI of main control room are set up by using GL Studio software. Subjective evaluation models and the evaluation indexes of operating and monitoring interface were proposed. In this study, grey clustering method was used for evaluating the designed virtual HMI. The virtual functional simulation HMI system and the subjective evaluation module are integrated into GL studio software. By this way, a virtual functional simulation HMI evaluation and optimizing system has been realized.
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Gallimore, Jennie J., Blake Ward, Adrian Johnson, Bobbie Leard, Jeremy Lewis, Kyle Preuss, and Julie Skipper. "Human Perceptions of Nonverbal Behavior Presented Using Synthetic Humans." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82641.

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Synthetic humans are computer-generated characters that are designed to behave like humans for the purpose of training or entertainment. The purpose of this study was to evaluate the perceptions of subjects interacting with synthetic humans to determine their responses to nonverbal behaviors, realism, and character personality. This study was part of a research program to develop a virtual game to train awareness of nonverbal communication for cross-cultural competency (3C). Three synthetic humans were created with different levels of realism with respect to their facial movements and skin textures. Low realism characters were defined as models purchased from the company Evolver, with additional facial action units (FAU) added to the character’s face. High realism characters were created based on a model of a real person’s head using 3D imaging cameras and a digital video camera. The same FAUs available in the Evolver characters were also coded into the high realism character as well as more realistic skin texture. During a virtual scenario the subject was asked to interview three characters in the U.S. Army. The subject interviewed each character one-on-one. The three computer characters included two white males, and one black female. The results of this study showed that it is possible to create synthetic humans that include nonverbal behaviors and personalities that are perceived by subjects, and that the subject’s own personal lens affected how they perceive the character. For example, the character Brent was rated similarly by most subjects with respect to personality traits as defined by the Big Five Factor Model. However, half the subjects indicated they liked him (friendly and confident), while about half the subjects did not like him (too confident as to be arrogant).
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Marx, Bastian, Christian Amann, and Murielle Verver. "Virtual Assessment of Seating Comfort with Human Models." In 2005 Digital Human Modeling for Design and Engineering Symposium. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2005. http://dx.doi.org/10.4271/2005-01-2678.

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Cho, Janghee. "Mental Models and Home Virtual Assistants (HVAs)." In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3170427.3180286.

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Chen a, Li-Chieh, Po-Ying Chu a, and Yun-Maw Cheng b. "The Ergonomics of Interactive and Stereoscopic 3D Product Models for Design Education." In Applied Human Factors and Ergonomics Conference. AHFE International, 2018. http://dx.doi.org/10.54941/1009.

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Recently, some research groups had tried to use the technologies of stereoscopic 3D displays to present teaching materials for product design education. However, the issue of visual discomfort for viewing stereoscopic 3D contents was not considered. To conduct experiments, representative 3D virtual models of office furniture were constructed with simple shapes and textures. These models were displayed on a 50-inch stereoscopic 3D TV and viewed through passive polarizing glasses. The task was to walk through a virtual office and identify the design problems of furniture. Thirty students, majored in Industrial Design, were invited to participate in these experiments. The number of design problems identified was considered as the major performance measure. In addition, total time spent in stereoscopic 3D mode or traditional 3D mode, degree of discomfort, and self-reported symptoms were collected. The result showed that although stereoscopic 3D images had advantages over traditional 3D images for the task of dimension and distance estimations, the degree of visual discomfort increased significantly while the participants were interacting with the virtual product components intensively. The result indicated that adaptive adjustments of binocular and monocular depth cues were necessary for highly interactive tasks to ensure visual comfort and depth cue integration.
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Reports on the topic "Modèle humain virtuel"

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Rousseau, Henri-Paul. Gutenberg, L’université et le défi numérique. CIRANO, December 2022. http://dx.doi.org/10.54932/wodt6646.

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Introduction u cours des deux derniers millénaires, il y a eu plusieurs façons de conserver, transmettre et même créer la connaissance ; la tradition orale, l’écrit manuscrit, l’écrit imprimé et l’écrit numérisé. La tradition orale et le manuscrit ont dominé pendant plus de 1400 ans, et ce, jusqu’à l’apparition du livre imprimé en 1451, résultant de l’invention mécanique de Gutenberg. Il faudra attendre un peu plus de 550 ans, avant que l’invention du support électronique déloge à son tour le livre imprimé, prenant une ampleur sans précédent grâce à la révolution numérique contemporaine, résultat du maillage des technologies de l’informatique, de la robotique et de la science des données. Les premières universités qui sont nées en Occident, au Moyen Âge, ont développé cette tradition orale de la connaissance tout en multipliant l’usage du manuscrit créant ainsi de véritables communautés de maîtres et d’étudiants ; la venue de l’imprimerie permettra la multiplication des universités où l’oral et l’écrit continueront de jouer un rôle déterminant dans la création et la transmission des connaissances même si le « support » a évolué du manuscrit à l’imprimé puis vers le numérique. Au cours de toutes ces années, le modèle de l’université s’est raffiné et perfectionné sur une trajectoire somme toute assez linéaire en élargissant son rôle dans l’éducation à celui-ci de la recherche et de l’innovation, en multipliant les disciplines offertes et les clientèles desservies. L’université de chaque ville universitaire est devenue une institution florissante et indispensable à son rayonnement international, à un point tel que l’on mesure souvent sa contribution par la taille de sa clientèle étudiante, l’empreinte de ses campus, la grandeur de ses bibliothèques spécialisées ; c’est toutefois la renommée de ses chercheurs qui consacre la réputation de chaque université au cours de cette longue trajectoire pendant laquelle a pu s’établir la liberté universitaire. « Les libertés universitaires empruntèrent beaucoup aux libertés ecclésiastiques » : Étudiants et maîtres, qu'ils furent, ou non, hommes d'Église, furent assimilés à des clercs relevant de la seule justice ecclésiastique, réputée plus équitable. Mais ils échappèrent aussi largement à la justice ecclésiastique locale, n'étant justiciables que devant leur propre institution les professeurs et le recteur, chef élu de l’université - ou devant le pape ou ses délégués. Les libertés académiques marquèrent donc l’émergence d'un droit propre, qui ménageait aux maîtres et aux étudiants une place à part dans la société. Ce droit était le même, à travers l'Occident, pour tous ceux qui appartenaient à ces institutions supranationales que furent, par essence, les premières universités. À la fin du Moyen Âge, l'affirmation des États nationaux obligea les libertés académiques à s'inscrire dans ce nouveau cadre politique, comme de simples pratiques dérogatoires au droit commun et toujours sujettes à révision. Vestige vénérable de l’antique indépendance et privilège octroyé par le prince, elles eurent donc désormais un statut ambigu » . La révolution numérique viendra fragiliser ce statut. En effet, la révolution numérique vient bouleverser cette longue trajectoire linéaire de l’université en lui enlevant son quasi monopole dans la conservation et le partage du savoir parce qu’elle rend plus facile et somme toute, moins coûteux l’accès à l’information, au savoir et aux données. Le numérique est révolutionnaire comme l’était l’imprimé et son influence sur l’université, sera tout aussi considérable, car cette révolution impacte radicalement tous les secteurs de l’économie en accélérant la robotisation et la numérisation des processus de création, de fabrication et de distribution des biens et des services. Ces innovations utilisent la radio-identification (RFID) qui permet de mémoriser et de récupérer à distance des données sur les objets et l’Internet des objets qui permet aux objets d’être reliés automatiquement à des réseaux de communications .Ces innovations s’entrecroisent aux technologies de la réalité virtuelle, à celles des algorithmiques intelligentes et de l’intelligence artificielle et viennent littéralement inonder de données les institutions et les organisations qui doivent alors les analyser, les gérer et les protéger. Le monde numérique est né et avec lui, a surgi toute une série de compétences radicalement nouvelles que les étudiants, les enseignants et les chercheurs de nos universités doivent rapidement maîtriser pour évoluer dans ce Nouveau Monde, y travailler et contribuer à la rendre plus humain et plus équitable. En effet, tous les secteurs de l’activité commerciale, économique, culturelle ou sociale exigent déjà clairement des connaissances et des compétences numériques et technologiques de tous les participants au marché du travail. Dans cette nouvelle logique industrielle du monde numérique, les gagnants sont déjà bien identifiés. Ce sont les fameux GAFAM (Google, Apple, Facebook, Amazon et Microsoft) suivis de près par les NATU (Netflix, Airbnb, Tesla et Uber) et par les géants chinois du numérique, les BATX (Baidu, Alibaba, Tenant et Xiaomi). Ces géants sont alimentés par les recherches, les innovations et les applications mobiles (APPs) créées par les partenaires de leurs écosystèmes regroupant, sur différents campus d’entreprises, plusieurs des cerveaux qui sont au cœur de cette révolution numérique. L’université voit donc remise en question sa capacité traditionnelle d’attirer, de retenir et de promouvoir les artisans du monde de demain. Son aptitude à former des esprits critiques et à contribuer à la transmission des valeurs universelles est également ébranlée par ce tsunami de changements. Il faut cependant reconnaître que les facultés de médecine, d’ingénierie et de sciences naturelles aux États-Unis qui ont développé des contacts étroits, abondants et suivis avec les hôpitaux, les grandes entreprises et l’administration publique et cela dès la fin du 19e siècle ont été plus en mesure que bien d’autres, de recruter et retenir les gens de talent. Elle ont énormément contribué à faire avancer les connaissances scientifiques et la scolarisation en sciences appliquées ..La concentration inouïe des Prix Nobel scientifiques aux États-Unis est à cet égard très convaincante . La révolution numérique contemporaine survient également au moment même où de grands bouleversements frappent la planète : l’urgence climatique, le vieillissement des populations, la « déglobalisation », les déplacements des populations, les guerres, les pandémies, la crise des inégalités, de l’éthique et des démocraties. Ces bouleversements interpellent les universitaires et c’est pourquoi leur communauté doit adopter une raison d’être et ainsi renouveler leur mission afin des mieux répondre à ces enjeux de la civilisation. Cette communauté doit non seulement se doter d’une vision et des modes de fonctionnement adaptés aux nouvelles réalités liées aux technologies numériques, mais elle doit aussi tenir compte de ces grands bouleversements. Tout ceci l’oblige à s’intégrer à des écosystèmes où les connaissances sont partagées et où de nouvelles compétences doivent être rapidement acquises. Le but de ce texte est de mieux cerner l’ampleur du défi que pose le monde numérique au milieu universitaire et de proposer quelques idées pouvant alimenter la réflexion des universitaires dans cette démarche d’adaptation au monde numérique. Or, ma conviction la plus profonde c’est que la révolution numérique aura des impacts sur nos sociétés et notre civilisation aussi grands que ceux provoqués par la découverte de l’imprimerie et son industrialisation au 15e siècle. C’est pourquoi la première section de ce document est consacrée à un rappel historique de la révolution de l’imprimerie par Gutenberg alors que la deuxième section illustrera comment les caractéristiques de la révolution numérique viennent soutenir cette conviction si profonde. Une troisième section fournira plus de détails sur le défi d’adaptation que le monde numérique pose aux universités alors que la quatrième section évoquera les contours du changement de paradigme que cette adaptation va imposer. La cinquième section servira à illustrer un scénario de rêves qui permettra de mieux illustrer l’ampleur de la gestion du changement qui guette les universitaires. La conclusion permettra de revenir sur quelques concepts et principes clefs pour guider la démarche vers l’action. L’université ne peut plus « être en haut et seule », elle doit être « au centre et avec » des écosystèmes de partenariats multiples, dans un modèle hybride physique/virtuel. C’est ainsi qu’elle pourra conserver son leadership historique de vigie du savoir et des connaissances d’un monde complexe, continuer d’établir l’authenticité des faits et imposer la nécessaire rigueur de la science et de l’objectivité.
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Zhylenko, Tetyana I., Ivan S. Koziy, Vladyslav S. Bozhenko, and Irina A. Shuda. Using a web application to realize the effect of AR in assessing the environmental impact of emissions source. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4408.

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Revolutionary technologies of nowadays are virtual and augmented reality. Humanity's concern for nature may be affected by their ability to combine reality with the simulated effects of human impact on the environment. An urgent task today is creating software applications to assess the impact of human activities on the environment. Recently, most scientists have been trying to model the impact of various factors on environmental change today and for decades using information technology. Visual models are very impressive and they also make a deep impression on the psychological state of the person. This forces people to use natural resources wisely. In this article we have considered the sequential process of building and implementing models for assessing the impact of pollutants from a stationary emission source. We have created a software product that helps to show visually how the emissions of a chemical plant are spreading to the surrounding city. The harmfulness to the city of the cloud into which emissions are converted can also be calculated by the program. We have implemented a number of functions responsible for emission modeling, taking into account different conditions.
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Shukla, Indu, Rajeev Agrawal, Kelly Ervin, and Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), November 2023. http://dx.doi.org/10.21079/11681/47850.

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The power of artificial intelligence (AI) coupled with optimization algorithms can be linked to data-rich digital twin models to perform predictive analysis to make better informed decisions about installation operations and quality of life for the warfighters. In the current research, we developed AI connected lifecycle building information models through the creation of a data informed smart digital twin of one of US Army Corps of Engineers (USACE) buildings as our test case. Digital twin (DT) technology involves creating a virtual representation of a physical entity. Digital twin is created by digitalizing data collected through sensors, powered by machine learning (ML) algorithms, and are continuously learning systems. The exponential advance in digital technologies enables facility spaces to be fully and richly modeled in three dimensions and can be brought together in virtual space. Coupled with advancement in reinforcement learning and computer graphics enables AI agents to learn visual navigation and interaction with objects. We have used Habitat AI 2.0 to train an embodied agent in immersive 3D photorealistic environment. The embodied agent interacts with a 3D environment by receiving RGB, depth and semantically segmented views of the environment and taking navigational actions and interacts with the objects in the 3D space. Instead of training the robots in physical world we are training embodied agents in simulated 3D space. While humans are superior at critical thinking, creativity, and managing people, whereas robots are superior at coping with harsh environments and performing highly repetitive work. Training robots in controlled simulated world is faster and can increase their surveillance, reliability, efficiency, and survivability in physical space.
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