Dissertations / Theses on the topic 'Réalité Virtuelle'
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Lourdeaux, Domitile. "Réalité virtuelle et formation : conception d'environnements virtuels pédagogiques." Phd thesis, École Nationale Supérieure des Mines de Paris, 2001. http://tel.archives-ouvertes.fr/tel-00006475.
Full textLa réalité virtuelle (RV) est souvent utilisée comme moyen technique pour immerger un formé dans des environnements le plus proche possible de la réalité. Les limitations technologiques actuelles ne permettent pas de s'approcher parfaitement de la réalité. De plus, les formateurs ont souvent besoin de fournir des explications s'appuyant sur des situations éloignées du réel afin d'aider les formés à prendre du recul et à mieux comprendre cette réalité. Les nombreuses potentialités de la RV permettent de proposer différents niveaux de réalisme.
Pour gérer ces niveaux de réalisme et optimiser les fonctionnalités offertes par la RV en fonction de objectifs pédagogiques et des difficultés des formés, nous proposons un Agent Pédagogique Intelligent (HAL : Help Agent for Learning)
HAL a été conçu pour aider les formateurs à construire un discours pédagogique en environnement virtuel en proposant deux types de stratégies pédagogiques adaptatives. Les premières modifient des aspects du scénario (pannes, conditions météorologiques, etc.). Les secondes fournissent des aides pour la compréhension de la situation (suggérer où le formé peut trouver la connaissance, expliquer une règle, montrer la conséquence de ses erreurs, etc.). Ces stratégies peuvent être mise en œuvre grâce à différentes formes d'assistance pédagogique gérant différents niveaux de réalisme (enrichissement, visualisation de mécanismes cachés, modélisation de concepts abstraits, etc.) HAL est basé sur un système multi-agent permettant de décrire une architecture modulaire et distribuée.
Une application professionnelle et industrielle réelle nous a permis de mettre en œuvre notre méthodologie de conception basée sur les aspects cognitifs, d'exploiter un grand nombre de potentialités de la RV et de mettre en évidence l'apport de HAL pour gérer ces fonctionnalités. L'objectif de cette application est de former des conducteurs de TGV à l'intervention sur Lignes à Grande Vitesse (descente sur les voies et manipulation d'appareils de voie.)
Sternberger, Ludovic. "Interaction en réalité virtuelle." Université Louis Pasteur (Strasbourg) (1971-2008), 2006. https://publication-theses.unistra.fr/public/theses_doctorat/2006/STERNBERGER_Ludovic_2006.pdf.
Full textJobidon, Éric. "Applications de la réalité virtuelle." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ35687.pdf.
Full textDomingues, Christophe. "Interaction 3D Collaborative en Réalité Virtuelle." Phd thesis, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00542170.
Full textNoël, Dominique. "La réalité virtuelle de la réalité virtuelle : éléments pour une sémiotique des environnements et créatures tridimensionnels de synthèse." Paris, EHESS, 2001. http://www.theses.fr/2001EHES0208.
Full textHilt, Simon. "Haptique Biofidèle pour l'Interaction en Réalité Virtuelle." Thesis, Rennes, École normale supérieure, 2020. http://www.theses.fr/2020ENSR0023.
Full textFor the last twenty years, virtual reality (VR) and haptic interfaces (HI) have had applications in more and more domains by allowing the simulation of the physical presence of users in a virtual environment that reproduces an artificial sensory experience on which they can act. The ergonomics of work situations is currently one of the most attractive application areas for this type of technology. In this thesis, I am particularly interested in the study of the biomechanical fidelity of the task in VR, notably the effect of haptic interaction, for object pick and place tasks, which are both high-risk tasks for the appearance of musculoskeletal disorders and frequent tasks in industry. Indeed, in order to ensure that the ergonomic conclusions of such VR assessments are valid for similar tasks in a real environment, it is necessary to ensure that the biomechanical behaviour of the user in VRis consistent with its behaviour in the real environment. My thesis work focuses on three contributions. First, I studied the effect of different levels of virtuality on the biomechanical behavior for pick and place tasks. Four levels of virtuality were evaluated : real visual feedback and real haptic interaction, real visual feedback and synthetic haptic interaction through an HI, virtual visual feedback via a head-mounted display and real haptic interaction and finally virtual visual feedback and synthetic haptic interaction, in order to study the independent and coupled effects of these modes of immersion and interaction. One of the results of this study was that the effects of VR immersion and the effects of synthetic haptic interaction on the biomechanical behavior of the user can be evaluated independently. Thus I decided to propose a compensation algorithm to improve haptic rendering for such tasks. Finally I evaluated more precisely the biomechanical fidelity of VR tasks with a synthetic haptic interaction with or without the compensation algorithm
Sarlat, Ludivine. "Intégration multisensorielle, réalité virtuelle et personnalité schizotypique." Paris 6, 2007. http://www.theses.fr/2007PA066548.
Full textRousset, Thomas. "Distorsion de la perception visuelle spatiale en réalité virtuelle : mythe ou réalité ?" Thesis, Aix-Marseille, 2018. http://www.theses.fr/2018AIXM0719/document.
Full textThis thesis aims to better understand the mechanisms that underlie spatial visual perception, and more particularly the perception of egocentric distance. We seek to determine the reasons that egocentric distance is, in general, underestimated when the observer is placed in a virtual reality device in relation to the real world. In a first study, we show that the presence of visual cues related to the head motion parallax impacts the drivers behavior in driving simulator differently depending on whether it is coupled to a stereoscopic vision or not. In the second study, we show that the analyse of interpersonal variability can be very informative and leads us to believe that the phenomenon of underestimation of distance in virtual reality is not generalizable to all participants. In the third study, using a gain factor identification model, we propose a method to distinguish the effect of egocentric distance perceptual errors from the perception of distance traveled. The results of these studies show that inter-individual variability must be taken into account in the evaluation of spatial perception. In addition, its provide evidence for the use of different spatial referenceframe that depend on the task requested and can vary significantly from one individual to another. These results are to be taken into account when one seeks to generalize to the real world the results of studies carried out thanks to the virtual reality
Pajak, Zuzanna. "La réalité virtuelle de la fiction polonaise contemporaine." Toulouse 2, 2009. http://www.theses.fr/2009TOU20003.
Full textThis thesis concerns the technical device named the virtual reality as source of inspiration for the literature of the science fiction. The virtual reality asserts itself within the literature of the science fiction through narratives belonging as well to the utopia and the anti-utopia as in the anticipation or the texts with the symbolic and metaphoric character. However, the most fertile and most pronounced tendency of the narrative point of view stay that of the utopia and the metaphor, the purely technological anticipation leaving the place at the futurology and the poetics. Besides the stage setting of the technological elements and pseudo technological, and the ramblings on the behavior of the man in front of the new technical possibilities, the creation of the literary virtual reality comes true through very modern processes of writing operated by the authors. In the first place, we can notice the frequent appeal to the rewriting which would want almost a distinguishing feature of the literary virtual reality. This technique is visible in the contemporary adaptations of the antique myths, the archetypes, the motives and the biblical genres but also in the second reading of the tales of fairy and the fantastic narratives. Even if the virtual reality is a recent technological concept, the literary virtual reality draws the motives, the subjects and the stylistic techniques in the literary tradition preceding the appearance of this new technology and belonging not only to the science fiction but also to the mimetic literature. The crossed reading of the works of Boleslaw Prus, Auguste de Villiers de l' Isle-Adam, Stefan Zeromski, Bruno Schulz and Stanislaw Lem as well as the authors contemporary as Janusz Zajdel, Adam Wisniewski-Snerg, Andrzej Zimniak, Rafal Ziemkiewicz, etc. Allowed to establish the axes of interpretation developed in third part of the thesis. The main corpus is established(constituted) by the papers of the contemporary Polish authors dating the 70s in our days. What combines them, it is indeed, the subject of the virtual reality. However the specificity of the approach of each of these authors guarantees the originality of the image and the multiplicity of horizons of interpretation
Garbaya, Samir. "Réalité virtuelle : application à l'assemblage de pièces mécaniques." Versailles-St Quentin en Yvelines, 2001. http://www.theses.fr/2001VERS0030.
Full textPerrinet, Jonathan. "Évaluation de l’impact des facteurs émotionnels lors d’interactions physiques entre humains réels et virtuels." Thesis, Rennes 1, 2013. http://www.theses.fr/2013REN1S163/document.
Full textWith the growing of information technologies in all everyday life situations, interactions with virtual agents are now common. Furthermore, we know that people's emotions influence interactions between them. In this thesis, we consider the case of unconstrained and expressive walk to study the influence of emotions on interactions between two real walkers. Then, we focus on the interactions between a virtual expressive human and a real subject. The first step of this work was to design and validate an experimental protocol allowing the analysis of unconstrained and expressive walks. Thus, we captured the motion of two actors walking alone and walking together. In the second part, we studied the data from the group walk situation and we highlighted the emergence of a leader-follower behavior between the walkers. We also showed that the characteristics of the emotions (eg dialogue) have an influence on this kind of synchronization. Last and not least, we studied the influence of emotions on interactions between a virtual human and a real one. We used a three-step process : creation and analysis of a database of expressive walks along a line between two walkers ; validation of the database through a perceptual study ; animation of a virtual human with the data from the database and analyze of the walk between real subjects and the virtual human. Results showed a strong similarity between the two situations
Nguyen, Van Hanh. "Apport de la réalité virtuelle pour la rééducation fonctionnelle." Phd thesis, Paris, ENSAM, 2010. http://pastel.archives-ouvertes.fr/pastel-00550965.
Full textGoslin, Fabien. "Restitution vidéo stéréoscopique maîtrisée : application à la Réalité Virtuelle." Phd thesis, Paris, ENSAM, 2010. http://pastel.archives-ouvertes.fr/pastel-00005717.
Full textDupuis, Yves. "Conception d'une interface de marche pour la réalité virtuelle." Phd thesis, Université du Sud Toulon Var, 2006. http://tel.archives-ouvertes.fr/tel-00121108.
Full textDaigle, Alain. "Système de formation d'opérateurs de réseaux par réalité virtuelle." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ38671.pdf.
Full textBouvier, Patrice. "La présence en réalité virtuelle, une approche centrée utilisateur." Phd thesis, Université Paris-Est, 2009. http://tel.archives-ouvertes.fr/tel-00581550.
Full textChapoulie, Emmanuelle. "Gestes et manipulation directe pour la réalité virtuelle immersive." Phd thesis, Université Nice Sophia Antipolis, 2014. http://tel.archives-ouvertes.fr/tel-01070736.
Full textLarcher, Véronique. "Techniques de spatialisation des sons pour la réalité virtuelle." Paris 6, 2001. http://www.theses.fr/2001PA066324.
Full textLe, 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
Sagnier, Camille. "Étude de l'acceptabilité de la réalité virtuelle dans l'industrie aéronautique." Thesis, Amiens, 2019. http://www.theses.fr/2019AMIE0067.
Full textOur work aimed to identify factors of acceptance and rejection of virtual reality in the aeronautics industry. We studied two sides of the acceptance of virtual reality : on the one hand, users' perceptions of this technology and their intentions to use it and, on the other hand, their actual use of the technology. We conducted five studies. In the first three studies, we focused on the acceptance of virtual reality in the framework of project reviews. In the last two studies, we examined its acceptability to non-users when used for project reviews, and to potential future users for aircraft assembly training. We conducted semi-structured interviews with both users and non-users. For our studies on the acceptance of virtual reality, we combined the interviews with the analysis of user behaviors and user communications during the sessions. The fifth study was an experiment, during which we collected users' perceptions of virtual reality via questionnaires. Our results show the significant role played by perceived usefulness in the acceptability and the acceptance of virtual reality. We explain this perception by linking it to the satisfaction of user needs during the virtual reality sessions and by its presenting advantages over the tools to which they are used. Moreover, we identified users' criteria for deciding whether to use virtual reality. The relative importance of users' perceptions of the characteristics of the technology is also discussed
Leclerc, Véronique. "La production d'une immersion sensorielle virtuelle : une étude ethnographique sur la création et l'expérience de la réalité virtuelle." Master's thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/68636.
Full textThe arrival of VR technology has enabled the emergence of new immersive experiences. These , based on the use of the senses and the body , take the user into a new reality , a virtual reality. This thesis addresses the discourses surrounding the experience of VR from both designer and user perspectives by analyzing the process of creating a virtual universe and the implementation of an immersive experience. Most specifically , I will examine the mobilization of the senses during the immersion process. This study aims to better understand virtual senses and how they are used and implemented within virtual environments to produce a convincing virtual sensory immersion.
Valton, Bernard. "Gestion de la complexité de scènes animées et interactives : contribution à la conception et à la représentation." Rennes 1, 1999. http://www.theses.fr/1999REN10142.
Full textMollet, Nicolas. "De l'objet-Relation au Construire en Faisant : application à la spécification de scénarios de formation à la maintenance en réalité virtuelle." Rennes 1, 2005. ftp://ftp.irisa.fr/techreports/theses/2005/mollet.pdf.
Full textAThe use of Virtual Reality (VR) environment for training is strongly stimulated by important needs of training on sensitive equipement, sometimes fragile, unavailable, costly or dangerous. Créating such environment requires the development of complex software, mixing multiple disciplines and actors : graphical and behavioural computer engineering, physics simulation, pedagogical approaches, specialized know-how in the field of the training, etc. Furthermore, such complex development is generally done in new projects, where the reusability of existing development is a major problem. The aim of this thesis is to propose generic and reusable approaches, in view of author-plateform for building VR training environment in maintenance. Our two major contributions are : the STORM (Simulation and Training Object-Relation Model) modelisation, which offers a model of behavioural objects composed of accumulated reusable capacities of interaction. STORM also allows the generic treatment of these interaction capacities and objects, through the relation notion : a disembodied entity wich realize possible interactions between behavioural objects. Our second contribution is a scenario-language which aims to define maintenance procédures : the LORA (Language for Object-Relation Application) language. This one which is both graphic and textual and whose philosophy is to describe what it is possible to do, lets non-computer scientists define various and complex tasks in a virtual scene. Based on thoses two models, we finally propose our author-tool which creates scenarios by demonstration. This tool and the development of STORM and LORA are used in the deployment of the GVT (Diat Virtual Training) project : a software for training in maintenance tasks in VR, and the author-plateform for creating such software. GTV is developped in a Research/Industry collaboration : the ENIB end IRISA laboratories, and the industrialist Giat-Industries
Marchand, Eric. "Commande d'une caméra réelle ou virtuelle dans des mondes réels ou virtuels." Habilitation à diriger des recherches, Université Rennes 1, 2004. http://tel.archives-ouvertes.fr/tel-00755302.
Full textNgu, Leubou Richard. "Impact de la réalité virtuelle sur la formation à distance." Thesis, Limoges, 2021. http://www.theses.fr/2021LIMO0035.
Full textThe various possibilities offered by virtual reality have made it possible to explore different uses in several scientific fields. In the field of learning, various studies have shown that this technology has a positive impact on education. It offers a powerful flexibilityin the possibilities of presenting information to the learner and introduces sensorimotor and cognitive activities in the learning process. Training in virtual reality environments has many advantages over training in real environments. In addition, several research studies have shown that this technology has a positive influence on the user experience of learners. Although the contribution of virtual reality is proven in the field of learning in general, the distance learning sector remains little explored by research. The first research studies have shown the usefulness of this technology, particularly for collaborative learning situations involving participants in the learning process, and promoting learner-learner and learner-teacher interactions. However,there is still very little information available to evaluate the usability and acceptability (or user experience) of this technology in a distance learning context. Furthermore, the design of virtual reality environments is considered a complex task, as it is difficult to anticipate the behavior and the way users will perceive, understand and use the artifact. The risk that a designed environment will not meet the expected requirements is then high. Moreover, the distance between participants, which is one of the major causes of dropout in distance learning courses, is little or not addressed in existing design approaches. In this thesis, we first propose to formalize a design approach for virtual reality environments specific to distance learning. Our approach is based on the general model of virtual reality and the human operator-centered design, and focuses on the specificities of distance. Then we propose the specification of a collaborative virtual reality environment for distance learning based on a research-oriented design approach. Finally, following an experimentation with several participants in a collaborative virtual reality environment, we show how virtual reality positively impacts the feeling of co-presence between learners in a distance learning context
Bernatchez, Marc. "Conception d'un système de visualisation à base de réalité virtuelle." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ25497.pdf.
Full textSorbier, De Pougnadoresse François De. "Approches visuelles pour l'amélioration de la présence en réalité virtuelle." Phd thesis, Université Paris-Est, 2008. http://tel.archives-ouvertes.fr/tel-00469460.
Full textChen, Jingtao. "Analyse biomécanique de différents aspects de la réalité virtuelle : application." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAS002/document.
Full textComplex Regional Pain Syndrome (CRPS) is a disease which companies with motor disorder and is generally affecting the upper limbs. Although the positive effect of mirror therapy on CRPS has been proved, the patient’s fixed head oriented towards the mirror and the requirement of ignoring the intact limb still limits this therapy. In this context, firstly the pseudo-haptics is applied in the case of physical therapy for hand affected CRPS patients. Thus, our first work was to understand how the pseudo-haptic feedback affects the user’s motor behavior of hand. For this purpose, stiffness discrimination tasks were performed consisting in discriminating the stiffness of one virtual spring with three different compared real springs. For rehabilitation of CRPS patients, there are two types of therapy: a kinesiological and an occupational one, respectively aiming at recovering the basic and working motor functions of patient‘s affected limb. For the kinesiological therapy we developed a VR application, based on Leap Motion technology and Unity3D software, allowing to manipulate the relationship between the user’s physical hand motion and the rendered avatar virtual motion. The application was validated by a pilot study performed at University Hospital Center in Grenoble with patients, healthy subjects and medical staff (doctors and kinesitherapists). During the experiments the rendered hand motion on the computer screen, is shown identical, amplified or reduced compared to the users’ real hand motion. Users’ feedback shown that they had no uncomfortable feeling with using the developed application. Medical staff expressed a strongly interest in using the application in the kinesiological therapy. Due to the motor abnormal function and chronic pain, we also considered the fatigue in the muscles during rehabilitation. For this purpose, a new method for disassembly task fatigue evaluation based on metabolic energy expenditure and muscle fatigue estimation is proposed. It is validated by a set of experimental loading tests performed in a specially realized test bench and integrated in a VR environment. The analytical model for mechanical energy expenditure is also proposed allowing to evaluate different fatigue levels. On the other hand, the fatigue levels are evaluated by analyzing the recorded EMG signals on the involved muscles in operator’ arm. The analytical results, calculated based on the proposed model and the experimental results, obtained from the EMG signals analysis, were compared and showed a (very) good correlation between them
Saint-Aubert, Justine. "Co-localisation des retours visuels et haptiques en réalité virtuelle." Thesis, Sorbonne université, 2019. http://www.theses.fr/2019SORUS369.
Full textVirtual reality provides the ability to interact with a large variety of environments and represents a strong potential in research, medical or industry. Many applications require the manipulation of virtual objects. Visual and haptic feedback are used through different hardware interfaces to help the user to operate dexterously. As development currently stands, there is however an inconsistency in the coupling of the two feedbacks, affecting the quality of interaction. The visual feedback is usually displayed in front of the user while the haptic feedback is transmitted to his hand holding a remote controller. This so-called “delocated” configuration is simple to implement but introduces a spatial incongruence between the two stimuli. On the contrary, a configuration in which the visual and haptic feedback are “co-located”, where the user touches where he sees, is more realistic but technically more tedious to implement. The thesis deals with the differences generated by the two configurations, delocated vs co-located, in order to better understand the mechanisms involved. It is presented in three parts : the design of a co-located interface to experiment and evaluate different configurations : the comparison of user performance during basic operations, the comparison of integration of stimuli. A desktop interface with co-located visio-haptic feedback is developed. For this purpose, a novel haptic device with cable architecture is proposed and fitted with a mirrored screen display. The mechanism being redundant, a control strategy including slacking cables is then proposed and tested in order to enhance the transparency of the device. A user-centered experiment is then conducted and performances of 36 participants to operate in co-located and delocated configurations are evaluated. Faster, better accuracy and greater stability of contact forces are exposed in co-located configuration. Additionally, a difference in stability is observed according to the type of delocation. In order to get a better insight of the difference between configurations, an user-centered experiment is lastly conducted on the integration of stimuli. The weights of visual, proprioceptive and tactile feedback in the perceptual process are inferred in co-located and delocated configurations. A variation depending on the spatial configuration, the nature of haptic stimulus is demonstrated, as well as a significant performances differences between users
Taupiac, Jean-Daniel. "Etude et conception d'environnements de formation pertinents en Réalité Virtuelle." Thesis, Montpellier, 2020. http://www.theses.fr/2020MONTS040.
Full textIn the context of Virtual Reality's democratization, the design of relevant training environments is an issue identified both at the academic and industrial level.In this thesis, prepared in throught a CIFRE contract between the LIRMM and Capgemini, an in-depth study of the literature and the industrial needs was carried out, allowing us to identify the precautions, the concepts and limitations to be considered in order to design relevant training environments.In particular, by using tools from the statistical field, we propose and apply experimental methodologies to assess the relevance of training environments for two use cases: procedural and social skills training.Finally, we also explore the use of Virtual Reality as a design tool, allowing to draw representative emotional facial expressions based on the perception of subjects
Sorbier, de Pougnadoresse François de. "Approches visuelles pour l'amélioration de la présence en réalité virtuelle." Thesis, Paris Est, 2008. http://www.theses.fr/2008PEST0205/document.
Full textThe feeling of presence is the ultimate goal of a virtual reality system. It can be achieved by stimulating its four pillars that are immersion, interaction, consistency of the action-perception loop and emotions. Our objective is submit methods which could increase this feeling of presence. We will especially focus on visual perception. First, we present a solution applying the stereoscopic rendering on GPU. Using the latest shaders extensions, we join the traditional two passes to a single that reduce redundant computation. Our method can also be applied on recent autostereoscopic screens which need about ten different view points. The second contribution refers to eyestrain caused when a user watches stereoscopic images during a long time. We propose to use the graphic cards to render, in real time, a blur on problematic areas thus the user will focus on the others. We also use blur to point out some objects of the virtual scene that we considerate as important and avoid to let user's eye wander. Finally, we propose a method to increase the presence of the user into the virtual environment. An avatar, based on images taken from several cameras and visual hull method, is first build. In a second stage, the avatar is integrated into the virtual scene so it seems natural to the user. Thus we use reflective surfaces like mirrors or virtual lights interactions like shadows
Nannipieri, Olivier. "Les paradoxes de la présence dans les environnements immersifs : de la réalité à la réalité virtuelle." Thesis, Toulon, 2013. http://www.theses.fr/2013TOUL0011.
Full textThe question of the presence -i.e. the feeling of being in an environment which is not the real environment - can be understood only if we are aware of presence presuppositions, even if these presuppositions seems to be paradoxical. Consequently, on the one hand, we have analyzed immersive experiences at the Centre de Réalité virtuelle de la Méditerranée (Crvm). On the second hand, an empirical study, using a data collection by questionnaire, has been achieved in order to examine the relations between the dimensions of the presence.The problem of the presence in immersive environments takes for origin a question which was not enough examined. The question is the following : are the paradoxes of the presence in immersive environments authentic paradoxes? In spite of the loneliness of the subject experiencing immersion, is the presence in the immersive environments able to reveal that the essence of human being is communication?
Nannipieri, Olivier. "Les paradoxes de la présence dans les environnements immersifs : de la réalité à la réalité virtuelle." Electronic Thesis or Diss., Toulon, 2013. http://www.theses.fr/2013TOUL0011.
Full textThe question of the presence -i.e. the feeling of being in an environment which is not the real environment - can be understood only if we are aware of presence presuppositions, even if these presuppositions seems to be paradoxical. Consequently, on the one hand, we have analyzed immersive experiences at the Centre de Réalité virtuelle de la Méditerranée (Crvm). On the second hand, an empirical study, using a data collection by questionnaire, has been achieved in order to examine the relations between the dimensions of the presence.The problem of the presence in immersive environments takes for origin a question which was not enough examined. The question is the following : are the paradoxes of the presence in immersive environments authentic paradoxes? In spite of the loneliness of the subject experiencing immersion, is the presence in the immersive environments able to reveal that the essence of human being is communication?
Peillard, Etienne. "Vers une caractérisation des biais perceptifs en réalité mixte : une étude de facteurs altérant la perception des distances." Thesis, Ecole centrale de Nantes, 2020. http://www.theses.fr/2020ECDN0030.
Full textVirtual Reality, Augmented Reality, Mixed Reality, these words as well as their applications are gradually becoming common usage. However, the reality proposed by these technologies is not identical to our regular reality. This work aims to highlight some perceptual biases in Mixed Reality. First we study a perceptual bias linked to the observer: the anisotropy of the egocentric distances perception in virtual reality. In a second part, we study the exocentric perception of distances in Augmented Reality (AR). Indeed the under estimation of egocentric distances is a phenomen on frequently observed and it is therefore interesting to consider its potential transfer tothe exocentric perception. Then we further study other potential biases in AR by focusing in particular on evaluating the impact of depth cues on the perception of distances. In particular, we investigate in this chapter the effect of two depth cues in AR: the impact of the position and shape of shadows on distance perception, and then the influence of accommodation on distance perception using a specific display technology: retinal projection devices. Finally, we discuss the potential impact of interaction techniques on distance perception and propose a protocol to evaluate the effect of certain interactions on distance perception in AR, in order to perhaps bring it closer to real perception
Beer, Suzanne. "Le cybermusée virtuel : du virtuel philosophique au virtuel technologique." Thesis, Paris 8, 2014. http://www.theses.fr/2014PA080060/document.
Full textThis thesis takes into account the critic of the expression of « virtual museums » made by some museologists who replace dit by the term « cybermuseum ». It comes back to the research of what virtual means in this topic that Bernard Deloche did, with new understandings. Coming from Bergsonian and Deleuzian approaches, it compares them with the meaning given to it in scientific and technological disciplines, especially for virtual reality, since cybermuseums are an expression of digital arts using this kind of technology. Cybermuseums tend to use this last meaning, which is a reduction to the field of possibility, affranchised of its philosophical creative characteristic. An analogy between museal field referent and pure memory or flux of microperception allows to look for a definition of a cybermuseum specific type of museology. A proper museal cybermuseum figure is found in information landscape metaphors from infoviz, which are rethought for digital museums typical uses. Immersion in together esthetical and cognitive environment is then reached. Esthetical conceptions of digital image solve the problem of a digital museum without « real things » : the anesthetic esthetic of Diodato, fragmentary intimism and genesis of Chirollet and Weissberg, image association of Aby Warburg. Cybermuseum therefore pursue a similor goal as Malraux’s « museum without walls », by taking into account digital medium specifities. The thesis contains a creation of cybermuseums prototypes which experiment theoretical ideas and makes them go forward
Wallet, Grégory. "Cognition spatiale et transfert virtuel/réel des apprentissages." Thesis, Bordeaux 2, 2009. http://www.theses.fr/2009BOR21692.
Full textThe main theme of this thesis is the transfer of knowledge acquired in virtual situations (virtual environments or VEs) to situations in everyday life. We focused particularly on the effect of the navigation mode in VE (i.e., with or without joystick) on the quality of the transfer of spatial knowledge (learning a pathway). Previous publications on this effect presented contradictory findings and our aim was to elucidate this situation by examining possible interactions between the navigation mode and other factors likely to affect performance. Consequently, the effect of the type of movement control on virtual-real transfers was tested in interaction with the following factors: the visual fidelity of the VE (Exp. 1), the informational complexity of the route to be learned (Exp. 2), and retention delay (Exp. 3 and 4). Virtual-real transfers and spatial knowledge were measured using three recall tasks: Wayfinding (i.e., reproducing the route in the real world), freehand drawing of the path, and organizing photos in chronological order. Our findings revealed that the impact of the movement control on the transfer varied according to the factors manipulated (i.e., visual fidelity, route complexity, and retention delay), as well as the recall task used. These results clarified the connection between active exploration and representational systems, especially in light of theories on the cognitive processing of spatial information (i.e., the L-R-S model and the graph approach). These results also identified situations that facilitated virtual-real transfer, which is of particular interest when virtual reality is to be used in cognitive diagnosis and/or rehabilitation
Rahajaniaina, Andriamasinoro. "La réalité virtuelle et la réalité augmentée pour des systèmes d'informations ubiquitaires dans le travail collaboratif mobile." Toulouse 3, 2010. http://thesesups.ups-tlse.fr/926/.
Full textAugmented Reality is among of the techniques used to allow mobile users who are in different geographical area to share a model 2D/3D as primary tools for collaboration, using the same software on lightweight hardware or mobile computers. In this study, we proposed a modular architecture allowing the management of mobile collaborative Augmented Reality application. This architecture is designed so that the identification and the adaptation to the system are transparent to users. Vision and hybrid based tracking techniques are used to ensure the robustness of our system. The database is replicated in the servers and/or the clients. The technique of load balancing is used so that the communication between the client applications and servers is fault-tolerant
Clergeaud, Damien. "Collaboration interactive 3D en réalité virtuelle pour supporter des scénarios aérospatiaux." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0708/document.
Full textThe aerospace industry is no longer composed of local and individualbusinesses. Due to the complexity of the products (their size, the numberof components, the variety of systems, etc.), the design of an aircraft or alauncher involves a considerable number of engineers with various fields of expertise.Furthermore, aerospace companies often have industrial facilities allover the world. In such a complex setting, it is necessary to build virtual experimentsthat can be shared between different remote sites. Specific problemsthen arise, particularly in terms of the perception of other immersed users.We are working with Airbus Group in order to design efficient collaborativeinteraction methods. These collaborative sessions allow multiple sites to beconnected within the same virtual experiment and enable experts from differentfields to be immersed simultaneously. For instance, if a problem occurs duringthe final stages of a launcher assembly, it may be necessary to bring togetherexperts on different sites who were involved in previous steps ( initial design,manufacturing processes). In this thesis, we propose various interaction technique in order to ease thecollaboration at different moments of an industrial process. We contributedin the context of communication between immersed users, taking notes inthe virtual environment and sharing it outside virtual reality and asymmetriccollaboration between a physical meeting room and a virtual environment
Nguyen, Khoa-Van. "Technologie binaurale et contexte de réalité virtuelle : études perceptives et optimisation." Paris 6, 2012. http://www.theses.fr/2012PA066589.
Full textBinaural synthesis is a spatialization technique for headphone listening. It relies on the Head Related Transfer Functions (HRTFs) encoding the auditory space in a unique way for each individual and allows to virtually position an auditory source at any location in space. Binaural synthesis was developed and tested only considering the auditory perception. In this thesis, binaural synthesis is used in the context of virtual reality (VR) environments, involving other sensory modalities. Crossmodal perceptual effects arise and may improve or lower the feeling of presence, which is the aim of RV. We focus on two perceptual and technical aspects about the spatial coherence between the different modalities. First, binaural synthesis is associated with a visual stereoscopic rendering and we run perceptual experiments on visuo-auditory interactions. It is shown that VR gives results that are comparable to those obtained in real conditions. Then, we take advantage of the VR characteristics to use more complexe stimuli and vary the experimental conditions. Second, we explore a method to get a better distance synthesis, especially in near-field, with binaural technique. We use spherical acoustics to extrapolate measured HRTFs toward closer and further distances. This method is compared to other methods and is shown to get slightly better objective results
Charfi, Ahmed Anis. "L’expérience d’immersion en ligne dans les environnements marchands de réalité virtuelle." Paris 9, 2012. http://basepub.dauphine.fr/xmlui/handle/123456789/9785.
Full textRobert, Florent. "Analyser et comprendre les interactions incarnées en système de réalité virtuelle." Electronic Thesis or Diss., Université Côte d'Azur, 2024. http://www.theses.fr/2024COAZ4044.
Full textEmbodied interactions allow the creation of realistic and immersive 3D storytelling scenarios by giving users the possibility to engage with virtual environments through the use of their physical bodies, including gestures, posture, and locomotion. Nonetheless, new methodologies to capture and analyze experiences are required for the case of embodied VR experiences, because of the use of the body as a communication device, stimulating the brain and enabling reactions differently than traditional media. Communication problems are also likely to arise between the experience sought by the designer and the experience lived and interpreted by the user, due to the variety of scenarios and interaction modalities that make up a realistic embodied scenario. To address these challenges, this thesis contributes to the observation, analysis, and comprehension of the lived embodied experiences through the conception of frameworks, models, and methodologies, a subject that has not yet been fully explored in the literature applied to VR. Paul Dourish's theory of embodiment highlights three key elements to take into account for an efficient comprehension of embodied interaction. Inspired by this theory, this thesis is composed of three components: (1) The ontology component, presenting an embodied experience creation framework, to address the creation, the management, and the observation of experiences using embodied interactions in immersive environments; (2) the intentionality component, presenting an embodied interaction analysis methodology, to address the comprehension of the embodied interactions through the analysis of the correlations between the user behavioral data and the system contextual data; and (3) the intersubjectivity component, presenting a designer-system-user communication model in embodied context, to address the communication issues existing between a designer building an embodied experience and a user living this experience. Each component represents a chapter of this thesis, taking a user-centered approach to support designers in their understanding of the embodied experience lived in an immersive context by proposing tools inspired by existing works in human-computer interactions (HCI). To validate our tools, three user studies were conducted. The first study evaluates the system implementation of the proposed creation framework, with participants who possess expertise in 3D experience development. The second study enables embodied interaction observation and analysis by collecting participant behavioral metrics (e.g., body motion, skin conductance) while they perform embodied interactions in VR. The third investigates the communication gulf existing between the designer and the user of an embodied experience by observing and classifying the issues happening during the design and the usage phases of the experience. This thesis can support research that aims at a better understanding of human behavior or the improvement of user experience (e.g., health, HCI) by submitting tools that can support designers in acquiring a better understanding of how embodied experiences are lived in VR
Simon, Cassandre. "Interaction collaborative et multimodalité pour la formation médicale en réalité virtuelle." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG073.
Full textThe traditional mentorship model in medical training raises ethical and safety concerns because novices often practice on real patients. In response to this, the Haut Autorité de Santé (HAS) established the directive "never the first time on a patient," encouraging the use of simulation as an alternative. Virtual reality (VR) has emerged as a promising solution, offering an immersive environment for students to practice without posing any risk to patients. However, current simulators primarily emphasize autonomous learning, which limits the presence of an instructor to guide learners. This raises the important question of reintroducing instructors into immersive simulators to enhance the effectiveness of training.In this thesis, we explore the design of multimodal and collaborative interactions in collaborative virtual environments (CVEs), enabling an instructor to supervise and support a learner in acquiring technical skills. We studied the interactions between instructor and learner in both real and virtual worlds, adapting a human-centered approach. Based on field analysis, we modeled these interactions and designed several collaborative virtual environments to test different communication modalities.Three experimental studies were conducted to evaluate the impact of communication modalities on the transfer of technical skills. The results of the first two studies show that visuo-haptic instructions yield the best performance in terms of speed and accuracy, while the addition of verbal modality enhances the user experience. In the third study, visual feedback accelerated task execution, while visuo-haptic feedback optimized the user experience by reducing cognitive load and enhancing collaboration.Our work provides recommendations for the design of CVEs intended for training in technical skills. It demonstrates that integrating multimodal communication significantly improves interactions between the instructor and learner, optimizing both communication and collaboration. These results provide promising avenues for effectively reintroducing instructors into virtual training environments
Baus, Oliver. "L’effet de l’exposition aux stimuli olfactifs sur le sentiment de présence en réalité virtuelle." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/35074.
Full textJanot, Alexandre. "Contribution à la modélisation et à l'identification des interfaces haptiques." Nantes, 2007. http://www.theses.fr/2007NANT2150.
Full textThis thesis focuses on the modeling and the identification of haptic interfaces using cable drive. An haptic interface is a force feedback device, which enables its user to interact with a virtual world or a remote environment explored by a slave system. It aims at the matching between the forces and displacements given by the user and those applied to virtual world. Usually, haptic interfaces make use of a mechanical actuated structure whose distal link is equipped with a handle. When manipulating this handle to interact with explored world, the user feels the apparent mass, compliance and friction of the interface. This distortion introduced between the operator and the virtual world must be modeled and identified to enhance the design of the interface and develop appropriate control laws. The first approach has been to adapt the modeling and identification methods of rigid and localized flexibilities robots to haptic interfaces. The identification technique makes use of the inverse dynamic model and the linear least squares with the measurements of joint torques and positions. This approach is validated on a single degree of freedom and a three degree of freedom haptic devices. A new identification method needing only torque data is proposed. It is based on a closed loop simulation using the direct dynamic model. The optimal parameters minimize the 2 norms of the error between the actual torque and the simulated torque assuming the same control law and the same tracking trajectory. This non linear least squares problem dramatically is simplified using the inverse model to calculate the simulated torque. This method is validated on the single degree of freedom haptic device and the SCARA robot
Castet, Julien. "Conception et réalisation de plates-formes de simulation multisensorielle interactive. -L'intéraction instrumentale et les réalités virtuelles." Grenoble, 2010. http://www.theses.fr/2010GRENS011.
Full textOver the years, Virtual Rea lit y researches have broadened their field of application. This phenomenon is mainly due to the evolution of computer technologies, and to the integration of news interfaces into computer architectures. Haptic devices belong to this category of interfaces, which allow to create a mechanical coupling between the user and the virtual object, and also address the gestural fonctions: perception and action. Today, the integration of these devices in the VR solutions remains a critical problem, especially to implement the haptic treatment into the computation of 3D scene. Ln front of this problem, the asynchronous approach is the main solution used, since it allows to decouple visual and haptic computation. This method maintains a coherence between visual feedback and haptic feedback, but in the context of gesture learning, the asynchronous functionnement doesn't guarantee the permanence of the physical properties perceived from the virtual environnment. Ln this condition, the acquisition of gesture dexterity appears compromised. My thesis consists in the conception and realization of a synchronous multimodal simulation architecture. The particularity of this work is its « hard real-time » approach which allows to ensure computation determinism througl external clock. Also, this simulator is conceived to be a pertinent tool for gesture learning like in instrumental art creation
Trotignon, Marc. "Du diorama au polúplokorama : pour une poïétique réversible du modèle reduit." Paris 1, 1996. http://www.theses.fr/1996PA010533.
Full textOur research which goes beyond the ambivalence of the term diorama (sight through) that covers both the conjuring devices of the 19th century and the present miniature surroundings is aiming at reconciling them into a strategical look on the scale model. Following levi-strauss, we assume that reduction gets its aesthetic dimension when it makes up for the fading perceptible qualities with the increasing intelligible qualities, which also amounts to questioning about the distance that separates the space of the scale model from the spectator's. The enlargement of this questioning up to collection replaces the model into a backward perspective, since the generation of a second model has been conceived as the working drawing of the first one. The infinitesimal shifting involved in the exploration of the maze of this very crafty sight (poluplokorama) conceals an initiatory journey of the model in a reversed shape since the spectator is invited to see himself seeing. Giving up the mere inclusion of a miniature space into life-size space, the use of several media models, videos, virtual images- transrorms the analysed small-scale model into a huge network of logical bonds and complex interweavings of spaces, which poses the problem of perception in the new models of the virtual worlds
Godano, Sophie. "Influence des aspects geometriques dans l'optimisation lineaire entiere." Clermont-Ferrand 2, 1994. http://www.theses.fr/1994CLF21659.
Full textBenali, Khoudja Mohamed. "Vital : un nouveau système de communication tactile." Evry-Val d'Essonne, 2004. http://www.theses.fr/2004EVRY0037.
Full textTactile displays are deformable surfaces that simulate skin deformations that occur when interacting with actual materials by transmitting small-scale shape information, vibrations, temperature variation. . . To the fingertip. A new vibrotactile display system shaped as a matrix of micro-electromagnetic actuators is presented and named VITAL (acronym for VibroTactile). VITAL is based on a multilayer design approach. This allows the complexity of the assembling process to be independent from the number of micro-actuators. Conducted experiments indicated that VITAL is well adapted to display form and direction information to persons. Another new application for tactile interfaces is designed. The fundamentals of a new tactile « language » that allows to communicate several information (like emotions) is discussed. Finallly, the thermal transfer exchange occurring between the fingertip and any material surface is investigated to add a new dimension of realism to the tactile information. A thermal model of heat transfers and human factor tasks are presented
Guy, Martin. "Evaluation et Manipulation de l'Incarnation Virtuelle." Electronic Thesis or Diss., Ecole centrale de Nantes, 2023. http://www.theses.fr/2023ECDN0005.
Full textVirtual reality consists of immersingusers in a virtual environment (VE) and allowingthem to interact in real time with the contentof it. In this VE, users can be representedby a virtual body called an avatar and feelthis avatar to be their own body. This is calledvirtual embodiment (VEmb), characterised bythree components: the senses of self-location(SoSL), agency (SoA), and body ownership(SoBO). VEmb can alter the perception of auser’s body or their behaviour. However, theevaluation of VEmb is complicated, being asubjective phenomenon. The current consensusis to use standardised questionnaires, butthese can only be conducted retrospectivelyand not continuously, and forces users to performan additional task. This thesis focuses ontwo areas. The first is the study of the interactionbetween the components of VEmb. Indeed,it is not yet clear how the three componentsinteract with each other or whetherone component is more important than theothers. In a user study, we try to manipulateeach component independently to allow a betterevaluation of VEmb. This study paves theway for future experiments. The second axisis the search for neurophysiological markers ofthe SoA using electroencephalography (EEG).By analysing EEG signals from Jeunet et al.2018, we try to obtain a real-time assessmentof this feeling as an alternative to questionnaires
Khundam, Chaowanan. "Evaluation de l'usage de la réalité virtuelle pour la promotion de patrimoine historique." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAI017/document.
Full textDigital heritage applications have been widely developed through Virtual Reality (VR) technologies as known as Virtual Museum (VM). Devices and digital contents are significantly increasing which support interaction system to immerse users into VM. In order to develop interactive application, interaction is always defined before creating application up to selected platform. It depends on a given content and devices which is limited when considering switching devices. Nowadays VR technologies is rapid changing, a platform to develop application should support devices changing and also to optimize interaction system to be used in VM. However, both devices organization and contents structure on a platform is still lacking efficient management to support alternative interaction in general.We proposed a novel method for developing a VM application providing digital storytelling template to create interactive content and adaptive interaction system where an application is exportable into any device. We provide flexible editing tools for developer to manage the content structure. The interaction usage will be interpreted into a high-level abstraction and run on a low-level hardware device where interactions have been adapted. Storytelling will specify interaction behavior which can drive interaction in a virtual scene even device may be switched. Our adaptive interaction system supports to identify devices capabilities and storytelling expectation which could be selected for efficiency learning system and improve level of immersion. This implementation is useful to deploy not only for the development of digital heritage applications, but also for industrial engineering where interactive content and collaborative working are required