Dissertations / Theses on the topic 'Réalité virtuelle – Logiciels'
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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
Bennes, Lionel. "Vers une méthodologie de développement d'outils de réalité virtuelle pour faciliter la convergence métiers en conception de produits centrée sur l'homme." Phd thesis, Université de Technologie de Belfort-Montbeliard, 2013. http://tel.archives-ouvertes.fr/tel-00931376.
Full textBouville, Rozenn. "Interopérabilité des environnements virtuels 3D : modèle de réconciliation des contenus et des composants logiciels." Phd thesis, INSA de Rennes, 2012. http://tel.archives-ouvertes.fr/tel-00909107.
Full textCasarin, Julien. "Proposition d'un protocole web pour la collaboration multi-support en environnement 3D : UMI3D." Thesis, Strasbourg, 2019. http://www.theses.fr/2019STRAD031.
Full textRecent technological advances in the fields of Virtual Reality (VR) and Augmented Reality (RA) provide a new infrastructure for the visualization of 3D media, and to interact with them. This diversity of tools, allowing to manipulate 3D content, brings new perspectives for the support of cooperative work by AR and VR. Indeed, collaborative work involves actors with different roles and trades. Their needs in terms of visualization, and especially of interaction with 3D content are therefore different. If there are nowadays tools allowing the design of collaborative experiences for multiple devices, these tools require designers to have significant expertise in developing AR/VR applications. First, they must be aware of the design best-practices for each device. Second, the designers must have some experience in developing plastic interfaces. If it is not the case, designing a different application is needed for each device. The point of view we defend in this thesis is that a new architecture is needed for collaborative AR/VR applications to allow their conception without to enquire the developers to have a knowledge of each device specificities. After presenting the existing tools for creating AR/VR applications for multiple devices, we propose a new architecture for 3D applications. This architecture separates the 3D media from the user device. To allow communication between the media and the different devices, we introduce the UMI3D web protocol which allows the device to connect to any 3D media using a UMI3D browser. The browser allows the loading of 3D content from the media, and dynamically generates an adapted user interface for a given device. This user interface allows the user to draw up interaction contracts established by the media using the protocol. The main contribution of the proposed 3D media architecture is to avoid asking the media designer for technical skills about specific AR/VR devices. Furthermore, in the case where UMI3D browsers are existing for the devices used, the design of a cross-devices 3D media requires the same development effort as the design of a single-device 3D application
Torki, Samir. "Entités autonomes en environnements virtuels distribués." Toulouse 3, 2008. http://thesesups.ups-tlse.fr/389/.
Full textFor several years, distributed virtual environments (DVEs) have been increasingly popular in the form of online video games, training simulators or collaborative virtual environments. Nowadays, such applications often include computer simulated autonomous entities to provide densely populated virtual worlds. However, most current DVEs involve static behavioral models which are not much sensitive to bandwidth limitations, packet loss, latency or jitter. In this context, the first achievements presented deal with the simulation of autonomous adaptive entities in a High Level Architecture-based DVE. They raise some issues related to the effects of distribution on such entities' capabilities to make complex behaviors emerge. To minimize those drawbacks, an approach based on management areas is put forward to reduce the amount of interactions that rely on network communications. This document finally describes a mechanism designed to optimise the dead reckoning algorithm which goal is to reduce the amount of exchanged messages using entity state prediction
Thery, David. "Architectural auralizations : towards the integration of virtual acoustic design in architecture." Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASS016.
Full textThis thesis investigated the use of auralization in the design phase of architectural projects. While this technology, which consists of rendering audible numerical acoustical simulations, has been extensively used in research, from cognitive to human-computer interfaces to archeology to concert halls acoustics evaluation studies, only limited data existed on its use by acoustical consultants for acoustical design. The question was to evaluate if auralizations can improve the processes of acoustical design for the conception of architectural spaces. Based on the practical acceptability theory, the use of auralizations has been studied through questionnaire and interviews of acoustical consultants, as well as the observation of a practical case study project, conducted in collaboration with Theatre Projects Consultants. These enabled the identification of the main uses of auralizations, as well as the difficulties encountered that impede the adoption of the technology. One of the requirements for its adoption is the accuracy and reliability of both the results and the tools themselves. Therefore, the stability of auditory perception was assessed in perceptive studies along a set of subjective attributes, with auralizations rendered over different interfaces, including sound reproduction methods and VR visual interfaces. The two sound reproduction methods compared were head-tracked Binaural and Ambisonic while the VR visual devices compared were a HMD and a CAVE-light system. A relative stability of auditaptory perception was observed, while the perceived Envelopment and Apparent Source Width were slightly impacted by the rendering system in both cases. Efforts in the adaptability of auralization tools for use in architectural design and knowledge transfer from research to industry are still needed for a better integration of auralizations in architects and acousticians workflow
Margery, David. "Environnement logiciel temps-réel distribué pour la simulation sur réseau de PC." Rennes 1, 2001. http://www.theses.fr/2001REN10132.
Full textTran, Trung Hau. "Approches évolutionnaires pour le comportement adaptatif d'entités autonomes." Toulouse 3, 2007. http://thesesups.ups-tlse.fr/92/.
Full textThe behavioral simulation of virtual entities in dynamic and unknown environments becomes a complex problem. Deliberative agents cannot handle unforeseen situations. Reactive agents interact with the environment in real time, but they do not easily adapt their behaviors to dynamic environments. The research of this thesis focuses on mechanisms inspired from Artificial Life, offering characteristics of reactivity, adaptation and evolution. We propose an architecture mixing different mechanisms in order to increase the reasoning capacity of virtual entities. This behavioral architecture consists of two models. The first one allows the autonomous entities to act quickly on the environment. This model is based on the potential fields' method which has already proved its efficiency in navigation problems for autonomous entities. However, this solution is expensive because the designer has to define manually the potential fields' parameters for each environment. To solve this problem, we have developed an additional model allowing the autonomous entities to obtain adaptive behaviors in dynamic environments. The second model is an extension of the classifier system XCS, whose role is to evolve discrete actions corresponding to the potential fields' parameters. We have validated our behavioral architecture in a predator-prey problem. The performance of our architecture entirely depends on classifier systems. The possible actions remain discrete and predefined. .
Inglese, François-Xavier. "Contribution à l'analyse de l'interaction dynamique en environnement virtuel : primitives et aides logicielles." Angers, 2006. http://www.theses.fr/2006ANGE0036.
Full textVirtual reality is a technology covering a large field of applications, among which are sports training and video games. In these domains, virtual reality techniques imply an interaction with moving virtual objects, or virtual objects to be set in movement. The contribution of the work presented in this report lies in the analysis of dynamic interaction in virtual environment, and more particularly during tasks implying the throw, the striking and the interception of moving objects. An original modelization is proposed. Besides, a structure of specific software cues, the objective of which is to facilitate the realization and the learning of dynamic tasks (that is implying moving objects or objects the human being has to set in movement), is presented. These software cues are then validated through experiments concerning the throw and the interception of ball, archery and tenpin bowling
Dewi, Alita. "Apport des nouvelles technologies interactives pour l'analyse intégrée en génie électrique : vers un laboratoire virtuel d'expérimentation en électrotechnique." Phd thesis, Grenoble INPG, 2001. http://tel.archives-ouvertes.fr/tel-00597707.
Full textDewi, Alita. "Apport des nouvelles technologies interactives pour l'analyse intégrée en génie électrique : vers un laboratoire virtuel d'expérimentation en électrotechnique." Phd thesis, Grenoble INPG, 2001. http://www.theses.fr/2001INPG0055.
Full textThe innovations in the electrical devices technology bring a new constraint for the function of Electrical Engineering CAD System. It must support the integrated analysis of the performances of electrical devices. This requirement is necessary in term of modeling, and also results a complexity in term of utilization by the user. Hence, the techniques of human-machine interaction, which had been considered as the secondary interest during the implementation of CAD System in Electrical Engineering, becomes as important as the model developed. The method of exploring and the human-machine interface, which are two belongings of the techniques of human-machine interaction, should be natural and easily compréhensible in order to hold up the usefulness of the CAD System. For that, the approach of experiment techniques in the electrical devices laboratory has been adopted as the method of exploring, while developing an interactive System that représenta a model of the electrical devices laboratory. Then, the contribution of the Virtual Reality technology has been taken into account for providing the intuitive interaction and the natural visualization of the performances of electrical devices
Bouvier, Patrice. "La présence en réalité virtuelle, une approche centrée utilisateur." Phd thesis, Université Paris-Est, 2009. http://tel.archives-ouvertes.fr/tel-00581550.
Full textPoirier-Quinot, David. "Design of a radio direction finder for search and rescue operations : estimation, sonification, and virtual prototyping." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066138/document.
Full textThis research investigates the design of a radio Direction Finder (DF) for rescue operation using victims' cellphone as localization beacons. The conception is focused on an audio interface, using sound to progressively guide rescuers towards their target. The thesis' ambition is to exploit the natural mechanisms of human hearing to improve the global performance of the search process rather than to develop new Direction-Of-Arrival (DOA) estimation techniques.Classical DOA estimation techniques are introduced along with a range of tools to assess their efficiency. Based on these tools, a case study is proposed regarding the performance that might be expected from a lightweight DF design tailored to portable operation. It is shown that the performance of high-resolution techniques usually implemented for DOA estimation are seriously impacted by any size-constraint applied on the DF, particularly in multi-path propagation conditions.Subsequently, a review of interactive parameter mapping sonification is proposed. Various sonification paradigms are designed and assessed regarding their capacity to convey information related to different levels of DF outputs. Listening tests are conducted suggesting that trained subjects are capable of monitoring multiple audio streams and gather information from complex sounds. Said tests also indicate the need for a DF sonification that perceptively orders the presented information, for beginners to be able to effortlessly focus on the most important data only. Careful attention is given to sound aesthetic and how it impacts operators' acceptance and trust in the DF, particularly regarding the perception of measurement noise during the navigation.Finally, a virtual prototype is implemented that recreates DF-based navigation in a virtual environment to evaluate the proposed sonification mappings. In the meantime, a physical prototype is developed to assess the ecological validity of the virtual evaluations. Said prototype exploits a software defined radio architecture for rapid iteration through design implementations. The overall performance evaluation study is conducted in consultation with rescue services representatives and compared with their current search solutions.It is shown that, in this context, simple DF designs based on the parallel sonification of the output signal of several antennas may produce navigation performance comparable to these of more complex designs based on high-resolution methods. As the task objective is to progressively localize a target, the system's cornerstone appears to be the robustness and consistency of its estimations rather than its punctual accuracy. Involving operators in the estimation allows avoiding critical situations where one feels helpless when faced with an autonomous system producing non-sensical estimations. Virtual prototyping proved to be a sensible and efficient method to support this study, allowing for fast iterations through sonifications and DF designs implementations
Otmane, Samir. "Modèles et techniques logicielles pour l'assistance à l'interaction et à la collaboration en réalité mixte." Habilitation à diriger des recherches, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00621248.
Full textMeyer, Tangi. "Retour d'effort et réalité virtuelle : proposition d'une boîte à outils pour l'intégration logicielle générique de la détection de collisions et de la simulation physique." Rennes 1, 2003. http://www.theses.fr/2003REN10054.
Full textUllah, Sehat. "Assistance multimodale pour l'interaction 3D collaborative : étude et analyse des performances pour le travail collaboratif." Phd thesis, Université d'Evry-Val d'Essonne, 2011. http://tel.archives-ouvertes.fr/tel-00562081.
Full textPlessiet, Cédric. "Artiste, ordinateur et spectateur : pour l'émergence d'une création interactive et autonome en art numérique." Paris 8, 2007. http://www.theses.fr/2007PA083098.
Full textIn the present thesis, after having noticed that the two major characteristics of the digital image are faculties with being programmable and being interactive, we put forth the assumption that the interactivity could exceed the diagram the simple diagram action/reaction, to reach a form of dialogue between the creator, the computer, and the spectator. This creates a "new creative triangle"fruit of their collaboration, and thus to make emerge a new artistic work. This thesis at the same time theoretical and practical is divided into three chapters, two theorical chapters ("1. The computer, an artistic tool of expression" and "2. To simulate the life, to simulate a reality"), and a chapter "3. Work" which describes a certain number of our installations, film in synthesized image and programs. The first chapter, heading "the computer in the creative process" proceeds in a state of the art of the question of the position of the computer in the creative process. In the second chapter, "To simulate the life, to simulate a reality", we are interested in the simulation and immersion capacities of the computer. The final chapter of this thesis of research, "Work", dealt with the whole of our practice around the three axes which structure it: the interaction, autonomy and collaboration between the creator, the public and the program
Barot, Camille. "Scénarisation d'environnements virtuels : vers un équilibre entre contrôle, cohérence et adaptabilité." Phd thesis, Université de Technologie de Compiègne, 2014. http://tel.archives-ouvertes.fr/tel-00980537.
Full textThevenet, Ludovic. "Modélisation du comportement optique des matériaux textiles en fonction de leur structure : contribution à l'élaboration d'un logiciel industriel pour la valorisation des déchets fibreux." Lille 1, 2002. https://pepite-depot.univ-lille.fr/RESTREINT/Th_Num/2002/50376-2002-131.pdf.
Full textLa seconde fait appel aux réseaux de neurones. Les capacités de prédiction des deux systèmes sont tout à fait en accord avec les attentes industrielles. Les paramètres de chaque modèle sont corrélés avec les grandeurs caractéristiques de chaque structure. Ceci a permis d'élaborer différentes méthodes expérimentales pour la détermination de certaines grandeurs non accessibles jusqu'à présent. Finalement, une dernière technique se propose d'établir un modèle de connaissance en ayant recours aux modèles de réflexion locale. Une fois le modèle identifié, celui-ci est implanté dans un programme de ray-tracing donnant accès ainsi à toutes les techniques de rendu réaliste. Ce travail est en réalité situé dans un projet plus vaste qui devrait permettre, à terme, de fournir aux entreprises du secteur du recyclage textile un outil informatique de prévision de la couleur à partir de leurs stocks de fibres et de l'utilisation qui en faite. Cependant, ce secteur n'est pas le seul concerné par ce travail. Effectivement, il peut-être utilisé dans l'ensemble des entreprises textiles produisant les structures évoquées
Aguerreche, Laurent. "Partage d'intéractions en environnements virtuels : de nouvelles techniques collaboratives basées sur un protocole de dialogue générique." Rennes, INSA, 2010. http://www.theses.fr/2010ISAR0007.
Full textVirtual reality enables users to manipulate virtual objects from local or distant sites. Nevertheless, virtual objects are usually manipulated by only one user at a time. In this thesis, we define an interaction protocol describing how interaction tools and interactive objects communicate to enable local and distant interactions for single or multi-users situations. The implementation is explained through the description of a set of reusable software components. A new technique for multi-user interaction is proposed. Movements in 6 DoF are deduced from the positions (not orientations) provided by 3 virtual hands. This technique thus enables two or three users to manipulate together virtual objects. The implementation is built upon the interaction protocol. A reconfigurable tangible device (RTD) for single or multi-user interaction is also proposed. The shape of this interface can be modified in order to match any shape of virtual objects for manipulation
Perrot, Xavier. "Production des hypermédias et des interactifs multimédias pour les musées." Paris 8, 1995. http://www.theses.fr/1995PA081100.
Full textThis thesis addresses the basis for the potential interactive communication between museums and their publics. It analyz es some implemented multimedia applications and examines their development, in order to derive a framework for a production methodology for future productions. The analysis of existing applications relies principally on a survey conducted by the author in the united states in 1993, and on the results of an investigation conducted by the direction of the museums of france (93 94). The methodology research is based on a specific study on sixteen interactive multimedia experts' practices in europe and in the united states (1995). (e-mail : xp22@andrew. Cmu. Edu) - dissertation outline : 1- museums and multimedia 2- museums and publics 3- potential of interactive multimedia for the existing museums 4- actual use of hypermedia systems by museums 5- production : models and methods
Lacroix, Benoît. "Normer pour mieux varier ? : la différenciation comportementale par les normes, et son application au trafic dans les simulateurs de conduite." Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2009. http://tel.archives-ouvertes.fr/tel-00835831.
Full textSimonnet, Mathieu. "Apport de la réalité virtuelle pour la coordination des référentiels spatiaux chez les aveugles : SeaTouch, un logiciel de navigation haptique et auditif pour la préparation d'itinéraire à la voile par les marins non-voyants." Phd thesis, Université de Bretagne occidentale - Brest, 2008. http://tel.archives-ouvertes.fr/tel-00437301.
Full textAbdel-Razek, Abdul-Rahman. "Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE038.
Full textNowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists
Ben, Said Zohra. "A virtual reality-based approach for interactive and visual mining of association rules." Phd thesis, Université de Nantes, 2012. http://tel.archives-ouvertes.fr/tel-00829419.
Full textAllaoui, Ali. "Introduction de processus de conception pour la modélisation interactive de modèles physiques particulaires 3D complexes dans l'environnement MIMESIS." Phd thesis, Université de Grenoble, 2010. http://tel.archives-ouvertes.fr/tel-00780244.
Full textAit, Wakrime Abderrahim. "Une approche par composants pour l'analyse visuelle interactive de résultats issus de simulations numériques." Thesis, Orléans, 2015. http://www.theses.fr/2015ORLE2060/document.
Full textComponent-based approaches are increasingly studied and used for the effective development of the applications in software engineering. They offer, on the one hand, safe architecture to developers, and on the other one, a separation of the various functional parts and particularly in the interactive scientific visualization applications. Modeling such applications enables the behavior description of each component and the global system’s actions. Moreover, the interactions between components are expressed through a communication schemes sometimes very complex with, for example, the possibility to lose messages to enhance performance. This thesis describes ComSA model (Component-based approach for Scientific Applications) that relies on a component-based approach dedicated to interactive and dynamic scientific visualization applications and its formalization in strict Colored FIFO Nets (sCFN). The main contributions of this thesis are, first, the definition of a set of tools to model the component’s behaviors and the various application communication policies. Second, providing some properties on the application to guarantee it starts properly. It is done by analyzing and detecting deadlocks. This ensures the liveness throughout the application execution. Finally, we present dynamic reconfiguration of visual analytics applications by adding or removing on the fly of a component without stopping the whole application. This reconfiguration minimizes the number of unavailable services