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Academic literature on the topic 'Réalité virtuelle – Logiciels'
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Journal articles on the topic "Réalité virtuelle – Logiciels"
Leclaire, A., and A. Fall. "Exposition par réalité virtuelle : une approche plus sereine pour nos patients ?" European Psychiatry 30, S2 (November 2015): S115. http://dx.doi.org/10.1016/j.eurpsy.2015.09.220.
Full textDeak, Alexander, and Carlo P. Marinello. "Utilisation des logiciels CAO-FAO pour prothèses complètes." SWISS DENTAL JOURNAL SSO – Science and Clinical Topics 125, no. 6 (June 15, 2015): 721–28. http://dx.doi.org/10.61872/sdj-2015-06-06.
Full textIsseki, Brice, and Pierre Buffaz. "Crise sanitaire et communauté virtuelle de patients : Quelle influence sur la confiance des patients-membres envers leur médecin habituel ? Étude exploratoire d’une communauté virtuelle de santé covid 19 composée uniquement de patients." Revue internationale de psychosociologie et de gestion des comportements organisationnels Vol. XXIX, no. 79 (December 29, 2023): 33–54. http://dx.doi.org/10.3917/rips1.079.0033.
Full textSwialkowski, Mickaël, Annick Desandère, Laetitia Boutry, and Caroline Caron. "“Science and fiction” an innovative cross-disciplinary project in secondary school regarding the work of Jules Verne and Albert de Lapparent." Annales de la Société géologique du Nord - (2e Série), Tome 28, no. 28 (December 1, 2021): 121–36. http://dx.doi.org/10.54563/asgn.337.
Full textSIK, Karine, Jordane RICHTER, and Bertrand PIQUARD. "Logiciels actuels exploités en réalité virtuelle." Le traitement du signal et ses applications, May 2021. http://dx.doi.org/10.51257/a-v1-te5980.
Full textMorand, Sophie. "Can You See Me Now?" Mobilité numérique. Nouvelles interfaces, nouvelles applications ? 1, no. 2 (January 26, 2018). http://dx.doi.org/10.25965/interfaces-numeriques.2244.
Full textRing, Erin, Jennifer E. Isenor, Kathryn Slayter, Melanie MacInnis, and Emily K. Black. "Barriers and Facilitators Related to Delivery of Hospital Pharmacy Services to Women, Children, and Their Families during a Pandemic: A Qualitative Study." Canadian Journal of Hospital Pharmacy, May 30, 2022. http://dx.doi.org/10.4212/cjhp.3229.
Full textDissertations / Theses on the topic "Réalité virtuelle – Logiciels"
Le, Moulec Gwendal. "Synthèse d'applications de réalité virtuelle à partir de modèles." Thesis, Rennes, INSA, 2018. http://www.theses.fr/2018ISAR0010/document.
Full textDevelopment practices in Virtual Reality (VR) are not optimized. for example, each company uses its own methods. The goal of this PhD thesis is to automatize development and evaluation of VR software with the use of Model-Driven Engineering (MDE) technics. The existing approaches in VR do not take advantage of software commonalities. Those lacks of reuse and abstraction are known problems in MDE, which proposes the Soflware Product Line (SPL) concept to automatize the production of software belonging to the same family, by reusing common components. However, this approach is not adapted to software based on a scenario, like inVR.We propose two frameworks that respectively address the lacks in MDE and VR : SOSPL (scenario-oriented software product line) and VRSPL (VR SPL). SOSPL is based on a scenario model that handles a software variability model (feature model , FM). Each scenario step matches a configuration of the FM. VRSPL is based on SOSPL. The scenario manages virtual objects manipulation, the objects being generated automatically from a model. We implemented these frameworks inside tools that have been tried on exemples and evaluated by their target users. The results promote the use of these frameworks for producing scenario-based software
Herviou, David. "La perception visuelle des entités autonomes en réalité virtuelle : Application à la simulation de trafic routier." Brest, 2006. http://www.theses.fr/2006BRES2028.
Full textThe purpose of this thesis is to show the relevance of virtual reality for the creation of tools that help the learning of safe behavior on road. These tools are based on the immersion of learners inside a credible virtual traffic road in which they encounter a wide panel of situations. The teacher uses these situations to explain and make the student acquire knowledge on driving. Thereby, we propose a software system that lies on two fundamental assumptions : - leaners control their virtual car in an abstract manner : they don't have to do and learn technical gestures. Learners can concentrate themselves only on learning how to behave in specific visual strategies and decisions ;- traffic road is modelled following a microscopic approach. Each driver is consider as a set of driving tasks (chronological sequence of actions, visual clue acquisition and decisions in a given situation). Due to the importance of retreiving visual informations while driving, this work was focused on the modeling of virtual drivers' visual perception (focus of attention, memorizing, visual routines. . . ). A prototype has been achieved. It enables to simulate, in real time, traffic road up to fifty vehicles and makes learners face a wide varieties of situations. Two series of experimentations have been conducted to show the validity and the relevance of the modeling principle exposed above. These experimentations concern the pedagogical aspect of the software and the credibility of the generated traffic road
Varadaradjou, Eric. "Communication Améliorée dans un monde virtuel." Phd thesis, Télécom ParisTech, 2007. http://pastel.archives-ouvertes.fr/pastel-00004077.
Full textBouville, Rozenn. "Interopérabilité des environnements virtuels 3 D : modèle de réconciliation des contenus et des composants logiciels." Rennes, INSA, 2012. https://tel.archives-ouvertes.fr/tel-00909107.
Full text3D virtual environments are used in several domains and cover many usages from entertainment to learning through computer-aided design for industrials. Even if they grow in number each year, a remaining problem impedes their adoption and distribution. It is indeed very difficult to import data into a virtual environment other than the one it has been designed for. This situation leads to several other problems that impede the creation of new virtual environment, increase their production cost and restrict user access. Here, we present a solution that proposes reconciliation of existing and coming models in order to make 3D virtual environments contents and software components interoperables. This solution relies on two complementary elements: a software architecture and a 3D file container model. We called our system the SGA for Scene Graph Adapter. It is a generic and modular architecture which allows the loading of several 3D formats in most 3D virtual environments software components. The SGA not only adapts scene graphs encoded in 3D files into scene graphs used by rendering software components but also manages the synchronization between the involved scene graphs during the running of the application of a 3D virtual environment. We have made an implementation of this architecture as well as several instantiations that allows the loading of X3D and COLLADA files into an application which relies on the Ogre3D rendering engine and the Bullet physics engine. It allows us to demonstrate the feasibility of our solution and also to assess its performances. Our 3D file container makes it possible not only to compose 3D scenes made of several 3D files but also to combine their features as well as make them interact in the rendered environment. This model has been called 3DFC for 3D File Container and it relies on the SGA for the adaptation of the encapsulated scene graphs from the referenced files. We have made an instantiation for 3DFC that has been integrated into our SGA implementation. Thus, we are able to mix X3D and COLLADA models in a single scene and to combine interaction features provided by X3D with physics properties allowed by COLLADA
Ullah, Sehat. "Multi-modal assistance for collaborative 3D interaction : study and analysis of performance in collaborative work." Thesis, Evry-Val d'Essonne, 2011. http://www.theses.fr/2011EVRY0003.
Full textThe recent advancement in the field oh high quality computer graphics and the capability of inexpensive computers to render realistic 3D scenes have made it possible to develop virtual environments where two more users can co-exist and work collaboratively to achieve a common goal. Such environments are called Collaborative Virtual Environnment (CVEs). The potential application domains of CVEs are many, such as military, medical, assembling, computer aided designing, teleoperation, education, games and social networks etc.. One of the problems related to CVEs is the user's low level of awareness about the status, actions and intentions of his/her collaborator, which not only reduces user's performance but also leads to non satisfactory results. In addition, collaborative tasks without using any proper computer generated assistance are very difficult to perform and are more prone to errors. The basic theme of this thesis is to provide assistance in collaborative 3D interactiion in CVEs. In this context, we study and develop the concept of multimodal (audio, visual and haptic) assistance of a user or group of users. Our study focuses on how we can assist users to collaboratively interact with the entities of CVEs. We propose here to study and analyze the contribution of multimodal assistance in collaborative (synchronous and asynchronous) interaction with objects in the virtual environment. Indeed, we propose and implement various multimodal virtual guides. Theses guides are evaluated through a series of experiments where selection/manipulation task is carried out by users both in synchronous and asynchronous mode. The experiments were carried out in LISA (Laboratoire d'Ingénierie et Systèmes Automatisés) lat at University of Angers and IBISC (Informatique, Biologie Intégrative et Systèmes complexes) lab at University of Evry. In these experiments users were asked to perform a task under various conditions (with and without guides). Analysis was done on the basis of task completion time, errors and users' learning. For subjective evaluations questionnaires were used. The findings of this research work can contribute to the development of collaborative systems for teleopreation, assembly tasks, e-learning, rehabilitation, computer aided design and entertainment
Siabato, Manuel. "Les nouvelles interfaces et les nouveaux outils de la 3D en temps réel : enjeux sociaux, économiques et artistiques." Toulouse 2, 2010. http://www.theses.fr/2010TOU20052.
Full textThis work, based in a creation and research synergy, starts by seeing 3D real time (3DRT) as a research field that must be studied considering its own identity inside the concept of virtual reality. To retrace 3DRT history allows us to understand an evolution beginning with the firsts human space drawings and going to an almost perfect photorealism. From another side, we have to get interested on 3DRT knowledge sharing because it's the key for it's popularization among society. By explaining the free software movement ideals and by retracing its history, we can better understand the sense of their goals. Without being pessimists, we have to open our eyes and see a reality that drives us to consume proprietary software without really knowing why. Finally, by looking at 3DRT art issues, we can understand the split between digital and contemporary art, as well as the values questioning of a society wanting to get lost in virtual worlds hyperreality. To conclude, we will talk about the projects developed under a CIFRE contract at a professional level, and those regarding artistic work in partnership with artists, associations and for personal research
Wonner, Jonathan. "Aide à la sélection de cibles pour des environnements de réalité virtuelle." Thesis, Strasbourg, 2013. http://www.theses.fr/2013STRAD041/document.
Full textSelection is one of the most current and fundamental interaction tasks. In a virtual reality environment, this task is performed in the three dimensions, but is accompanied by difficulties inherent in these environments, such as poor depth perception. Several techniques exist to overcome these obstacles. We present three new methods for improving the performance of the user during the various phases of the selection process. The Ring Concept principle can locate non-visible objects in the scene. The Starfish technique guides the movement of the user to the target. Finally, the SPEED algorithm predicts the endpoint of a selection movement
Drolet, Frédéric. "Cohérence et synchronisation dans un environnement virtuel multi-sensoriel réparti." Thesis, Université Laval, 2008. http://www.theses.ulaval.ca/2008/25659/25659.pdf.
Full textBoustila, Sabah. "Conception et évaluation d'un outil de revue de projet architectural en réalité virtuelle : problématique de la perception des distances en environnement virtuel." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAD021/document.
Full textVirtual reality (VR) will revolutionize many fields such as medicine, industry, architecture, etc. It has become an important element in the development of a solution, particularly in the architectural field. Whether for marketing or project review, VR allows virtual visits of homes in virtual environment (VE) at real scale. Today, the architect has a real marketing tool by providing to potential customer virtual visits of homes. During these virtual visits, the customer can get an idea of the house. With the visualization at scale 1: 1, the customer has the opportunity to explore the house and he can easier project himself into the house to take decisions more easily. The hope is that, this virtual visit would more quickly lead to a signing agreement.Furthermore, during the design process, the architect can make a project review in VE with customer to guide his choices and refine the collection of needs. Following this review, together, they validate the plan of the house in terms of size and layout of rooms, window position, etc. Therefore, the VR allows considerable time and money saving for architects. Decisions taken in VE are generally based on the perception of distances and volumes. Therefore, the effectiveness of the decisions depends on the ability of customers to make judgments about what they see in the VE similar to the judgments they would have made in the corresponding real environment. Several studies have shown that the estimation of distances in VE is different from the estimation in real environment. Several factors can be the source of this problem such as the display device, the limited field of view, graphical quality, etc. Despite these studies, factors that cause this phenomenon remain unclear, and diverse. Our work is part of an architectural project: CIMBEES project. This project aims to integrate VR in the process of selling / buying and of the design through virtual visits and project review in VE. Our work is to design and evaluate architectural project review tool. The design stage is to suggest a project review tool for the visualization of digital mockups at real scale in VE and providing interaction that meets the needs of architects. During this stage we developed a project review tool and we modeled necessary digital mockups from real house plans. In the evaluation stage of the architectural project review tool, we were interested at the problem of the perception of distances in VE. The aim of this evaluation is to identify and to study the most important factors for the tool, to propose suitable parameters for our application context (virtual visits). To do this, we conducted an experimental study that focuses on the study of the influence of three factors on the perception of distances: 1) the cognitive profile of users, 2) the environmental context and 3) the speed of navigation. [...]
Allaoui, Ali. "Introduction de processus de conception pour la modélisation interactive de modèles physiques particulaires 3D complexes dans l'environnement Mimesis." Phd thesis, Grenoble, 2010. http://www.theses.fr/2010GRENS026.
Full textThe physically-based model of mass-interactions for visual motion synthesis or interactive animated virtual scenes, and in particular the CORDIS-ANIMA formalism, is appreciated today for the quality and the great diversity of phenomena it can produce. However, this richness cannot be exploited in all its complexity without a conception tool that puts it in the center of the creation process, and therefore opens widely its potentialities while maintaining its principles. For this, the modelisation environment - constituted by all possible means for the user to create, parametrize and simulate a CORDIS-ANIMA network - is decisive for the development of user's creative possibilities. Given the previous modelisation tools, our work consists in extending them with advanced functionalities allowing to cross a qualitative threshold towards the creation of complex models. We based our work on the organization of the modeling process in five phases : qualitative prestructuration, quantitative prestructuration, initial state, coating for the visual rendering, and simulation. For each of the first four phases, we examined three types of critical functionalities in physically-based modeling : 1. Proposing two complementary styles of representation for the conception and the manipulation of the models, a language-based representation and a graphical one, in order to benefit from each's advantages and of these coming from their combination. This point is essential for the manipulation of very complex CORDIS-ANIMA networks. 2. Proposing functionalities for advanced specifications of the initial state, a critical phase in physical modeling. We propose in particular functionalities for the transformation inside the mass-interaction system of spatial properties stemming from geometry oriented modelers. This point raises a more general question about the compatibility between geometrical properties and physical properties. 3. Extending the modelisation possibilities by integrating the online modification of physical parameters, another critical point in physically-based modeling, as it allows to introduce online non linear modifications. These new functionalities are the basis of the new tool MIMESIS V, and draw the path towards a complete interactive tool for physically-based modeling using mass-interactions networks
Books on the topic "Réalité virtuelle – Logiciels"
Adventures in Virtual Reality. Que Pub, 1993.
Find full textSherman, William R. VR Developer Gems. CRC Press LLC, 2019.
Find full textVR Developer Gems. CRC Press LLC, 2019.
Find full textSherman, William R. VR Developer Gems. CRC Press LLC, 2019.
Find full textSherman, William R. VR Developer Gems. CRC Press LLC, 2019.
Find full textSherman, William R. VR Developer Gems. CRC Press LLC, 2019.
Find full textDawei, Li, Xiong Huaping, Xu Mu, Xu Lingling, and Huang Kun. Cloud VR: Technology and Application. Taylor & Francis Group, 2020.
Find full textDawei, Li, Xiong Huaping, Xu Mu, Xu Lingling, and Huang Kun. Cloud VR: Technology and Application. Taylor & Francis Group, 2020.
Find full textBuilding virtual reality with Unity and SteamVR. 2017.
Find full textMurray, Jeff W. Building Virtual Reality with Unity and SteamVR. Taylor & Francis Group, 2020.
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