Academic literature on the topic 'Vidéos sur Internet – Psychologie'
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Journal articles on the topic "Vidéos sur Internet – Psychologie"
Debien, C., and G. Marcaggi. "Le Psylab : des psychiatres 2.0." European Psychiatry 30, S2 (November 2015): S144. http://dx.doi.org/10.1016/j.eurpsy.2015.09.286.
Full textLe Jeune, R. "Sélections de vidéos sur Internet." Phytothérapie 7, no. 1 (February 2009): 56–59. http://dx.doi.org/10.1007/s10298-009-0365-z.
Full textBESNIER, M., M. GUITTET, P. BINDER, and J. MAUHOURAT. "addictovideos.fr : un référentiel de vidéo en ligne en addictologie." EXERCER 34, no. 197 (November 1, 2023): 414–19. http://dx.doi.org/10.56746/exercer.2023.197.414.
Full textRoques, Noémie. "S’entraîner à la maison : les pratiques sportives autonomes des 6-18 ans en milieu rural." Éducation et Sociétés 53, no. 1 (January 21, 2025): 83–100. https://doi.org/10.3917/es.053.0083.
Full textBégin, Mathieu. "Quand des adolescents font une vidéo sur la cyberintimidation : une action citoyenne ?1." Lien social et Politiques, no. 80 (March 22, 2018): 128–48. http://dx.doi.org/10.7202/1044113ar.
Full textLe Breton, David. "Mourir dans la gloire : les tueries scolaires." Nouvelles perspectives en sciences sociales 12, no. 1 (December 15, 2016): 19–39. http://dx.doi.org/10.7202/1038368ar.
Full textPasquier, Dominique. "“Le prof que j’aurais aimé avoir” : des vidéos pour apprendre ?" Éducation et Sociétés 53, no. 1 (January 21, 2025): 37–52. https://doi.org/10.3917/es.053.0037.
Full textBiałas, Mateusz. "L’amour dans toute sa nudité : le langage des biographies d’acteurs X gay et bisexuels sur les sites Internet pornographiques." Acta Universitatis Lodziensis. Folia Litteraria Romanica, no. 16 (May 19, 2021): 141–48. http://dx.doi.org/10.18778/1505-9065.16.13.
Full textChevret-Castellani, Christine. "#Savetheinternet-Wir sind keine Bots : la mobilisation des Allemands sur YouTube contre l’article 13 de la directive européenne dite « copyright »." Recherches en Communication 52 (September 8, 2021): 77–98. http://dx.doi.org/10.14428/rec.v52i52.55483.
Full textChevret-Castellani, Christine. "#Savetheinternet-Wir sind keine Bots : la mobilisation des Allemands sur YouTube contre l’article 13 de la directive européenne dite « copyright »." Recherches en Communication 52 (September 8, 2021): 77–98. http://dx.doi.org/10.14428/rec.v52i52.55483.
Full textDissertations / Theses on the topic "Vidéos sur Internet – Psychologie"
Berry, Vincent. "Les cadres de l'expérience virtuelle : Jouer, vivre, apprendre dans un monde numérique : analyse des pratiques ludiques, sociales et communautaires des joueurs de jeux de rôles en ligne massivement multi-joueurs : Dark Age of Camelot et World of Warcraft." Paris 13, 2009. http://scbd-sto.univ-paris13.fr/secure/ederasme_th_2009_berry.pdf.
Full textThis study analyzes the practice of French-speaking gamers of Dark Age of Camelot and World of Warcraft. Who are the players? What kind of game do they play? What meanings do they bring to their practices? Based on quantitative (questionnaires) and qualitative data (interviews and observations), the first part describes the gamer population in terms of age, gender and social class. Being a man or a woman, a teenager or an adult, being employed, a student or unemployed, being a fan of fantasy or not, a multitude of variables structure the gamers’ practices. Secondly, the activity is analyzed with respect to game and leisure theories. Being spaces of confrontations and make believe, MMOs are also “carnavalesque” universes allowing a certain loosening of social control. The third part analyzes the place of the game within social, family, parental and romantic life. For some gamers, the MMO is practised with "friends" in a cybercafe, after school. For others, it is a solitary practice, at night, upon finishing a “difficult day at work”. In other instances, it is a practice played by a couple, weekends only. Against the postmodern thesis of cyberspace as a process of “derealisation” of the world, social networks are constructed in the game and also in "real life". These social networks are moment of "socialization by friction" and "social experiences" which have effects on the construction of knowledge and the way that the gamers think of the social world. This study therefore shows how, by proposing "careers", these "game worlds" are spaces of informal learning but also of transformation of video-play habitus and of new frame analysis
Pithon, Lucas. "Twitch.tv : de la consommation de contenu à la recherche de contenance ? : exploration des enjeux psychologiques des jeunes adultes spectateurs d’un réseau interactif de diffusion de contenu en direct." Electronic Thesis or Diss., Angers, 2024. http://www.theses.fr/2024ANGE0039.
Full textThis thesis examines how Twitch.tv, a live streaming platform, fits into the context of hypermodernity and influences the passage to adulthood. In a world where traditional points of reference are shifting under the impact of social and technological transformations, this research analyzes how young adults invest in live streams to find narcissistic support, and weave new forms of social ties. Combining quantitative and qualitative approaches, the study reveals that Twitch.tv becomes a place of re-enchantment and identity construction, offering both narcissistic support and a framework for collective engagement. This thesis sheds new light on contemporary psychosocial dynamics, illustrating the central role of the digital in the complex process of becoming an adult in the hypermodern age
de, Cuetos Philippe. "Streaming de Vidéos Encodées en Couches sur Internet avec Adaptation au Réseau et au Contenu." Phd thesis, Télécom ParisTech, 2003. http://pastel.archives-ouvertes.fr/pastel-00000489.
Full textUllah, Muhammad Muneeb. "Représentations statistiques supervisées pour la reconnaissance d'actions humaines dans les vidéos." Rennes 1, 2012. https://tel.archives-ouvertes.fr/tel-01063349.
Full textDans cette thèse, nous nous occupons du problème de la reconnaissance d'actions humaines dans les données vidéo réalistes, telles que des films et des vidéos en ligne. La reconnaissance automatique et exacte des actions humaines dans une vidéo est une capacité fascinante. Les applications potentielles vont de la surveillance et de la robotique au diagnostic médical, à la recherche d'images par le contenu et les interfaces homme-ordinateur intelligents. Cette tâche constitue un grand défi à cause des variations importantes dans les apparences des personnes, les fonds dynamiques, les changements d'angle de prise de vue, les conditions de luminosité, les styles d'actions et d'autres facteurs encore. Les représentations de vidéo statistiques basées sur les caractéristiques spatio-temporelles locales se sont dernièrement montrées très efficaces pour la reconnaissance dans les scénarios réalistes. Leur succès peut être attribué à des hypothèses favorables, relatives aux données et à la solidité par rapport à plusieurs variations dans la vidéo. De telles représentations, encodent néanmoins souvent des vidéos par un ensemble désordonné de primitifs de bas niveau. La thèse élargit les méthodes actuelles en développant des caractéristiques plus distinctives et en intégrant un contrôle additionnel dans les sacs de caractéristiques basés sur les représentations vidéo, visant à améliorer la reconnaissance d'actions dans des données vidéos sans contrainte et particulièrement difficiles
Ghareeb, Majd. "Approche multi-chemins utilisant l'évaluation de la qualité pour le vidéo-streaming dans les réseaux overlay." Rennes 1, 2011. http://www.theses.fr/2011REN1S086.
Full textLes applications de streaming vidéo continuent de susciter un grand intérêt auprès des utilisateurs de l’Internet. Pour répondre à cette demande croissante, il convient de développer des solutions pour satisfaire aux exigences de ces applications en termes de contraintes tempsréel, besoins de bande passante, de support de la qualité de service (QoS), etc. Les solutions proposées dans cette thèse s’appuient sur des réseaux overlay et plus particulièrement les VDN (Video Distribution Networks) en exploitant au mieux l’existence potentielle de plusieurs chemins de transmission de vidéos entre la source et les terminaux récepteurs. La sélection des chemins est effectuée en se basant sur les estimations de la bande passante disponible. L’autre intérêt de notre travail réside dans l’évaluation automatique de la qualité d'expérience (QoE) pour adapter le streaming aux changements des conditions dans les réseaux traversés et à l'hétérogénéité des terminaux. Par ailleurs, nous avons étudié différents mécanismes de codage vidéo : la norme H. 264/AVC, le codage SVC (Scalable Video Coding) et le codage MDC (Multiple Description Coding). Les résultats obtenus prouvent la pertinence et l'efficacité de notre approche multi-chemins pour le streaming vidéo dans les VDN. Ils montrent également la grande adaptabilité de nos solutions qui s’appuient sur les évaluations automatiques en temps réel de la QoE
Mazari, Ahmed. "Apprentissage profond pour la reconnaissance d’actions en vidéos." Electronic Thesis or Diss., Sorbonne université, 2020. http://www.theses.fr/2020SORUS171.
Full textNowadays, video contents are ubiquitous through the popular use of internet and smartphones, as well as social media. Many daily life applications such as video surveillance and video captioning, as well as scene understanding require sophisticated technologies to process video data. It becomes of crucial importance to develop automatic means to analyze and to interpret the large amount of available video data. In this thesis, we are interested in video action recognition, i.e. the problem of assigning action categories to sequences of videos. This can be seen as a key ingredient to build the next generation of vision systems. It is tackled with AI frameworks, mainly with ML and Deep ConvNets. Current ConvNets are increasingly deeper, data-hungrier and this makes their success tributary of the abundance of labeled training data. ConvNets also rely on (max or average) pooling which reduces dimensionality of output layers (and hence attenuates their sensitivity to the availability of labeled data); however, this process may dilute the information of upstream convolutional layers and thereby affect the discrimination power of the trained video representations, especially when the learned action categories are fine-grained
Badach-Allouche, Corinne. ""Psychothérapie" sur Internet ? : Contribution à une réflexion psychanalytique sur les nouvelles formes de communication." Nice, 2007. http://www.theses.fr/2007NICE2020.
Full textInfluenced by the speech of the science which maintains illusion that “all is possible” and erases any trace of negativity, the postmodern subject lost direction of limits and castration symbolic. In our individualistic society where all must go even faster, even further, the “dubious individual” finds himself only vis-a-vis his responsibilities. In “breakdown of the Other”, in search of direction and reference mark, it lets appear signs of brittleness. Thus were born from new forms of expression of the suffering and new pathologies such as the cyberdépendance and the contemporary depression. This work of psychoanalytical inspiration tries to show that Internet is revealing post-modern subject and in particular in terms of depression. Through some clinical cases, the author tries to explain the fascination of the Net surfer for the sites of psychology and theirs babillards electronic. In the light of the psychoanalytical approach, this work analyzes the suffering of the participants like a social symptom of faintness. This contemporary depression calls contemporary answers but is this virtual place of communication which evacuates the place of the subject, refusal reality and grants a dominating place to the imaginary one, one of these answers? This work proposes to reflect on the methods of a virtual clinic
Tordo, Frédéric. "Subjectivation, intersubjectivité et travail du lien dans le jeu vidéo de rôle en ligne massivement multijoueur." Thesis, Paris 10, 2012. http://www.theses.fr/2012PA100155/document.
Full textVideo games propose a new form of subjectivity concerning action in motion, which motor appears in fantasy organization. Auto-empathy will deploy: process by which a subject puts himself instead of the other-in-self, producing an internalized view of self in order to represent his subjective world. The mediation of self-empathy process in virtual worlds will allow the subject to identify with the figure that represents him in the virtual worlds, so that his attention and empathy for this figure are turned indirectly towards himself. This second stage of virtual empathy for a self-figure, which we call self-empathy mediated by an avatar or virtual self-empathy, favors in a third time the development of empathy for oneself. Finally, in a fourth step in the multi-player online role-playing games, the development of a new form of intersubjective relationship work is favored: differentiating rather than sexual, engaging the action in proto-conversations rather than emotions between players and emerging from fantasy domain, the other player being always represented by the subject before being seen creates between players a desire for intersubjectivity through which the desire for a meeting in the real world of another player by putting in a fantasy in which imaginary representations are turned into figuration, also imaginary, of a real subject behind another avatar
Wehbe, Houssein. "Transmission de flux vidéo en direct sur les réseaux pair-à-pair : optimisation de l'overlay et de la retransmission." Rennes 1, 2011. http://www.theses.fr/2011REN1S073.
Full textLive Streaming consists in distributing live media (video and audio) to large audiences over a computer network. Recently, a peer-to-peer (P2P) approach is used to ensure this service. It has the big advantage of seamlessly scaling to arbitrary population sizes, as every node that receives the video, while consuming resources, can at the same time offer its own upload bandwidth to serve other nodes. Providing a live streaming service based on a P2P approach, presents many challenges due to the unpredictable behavior of the system users. The aim of this thesis is to analyze these challenges and to propose a set of mechanism improving the video quality. Our contributions in this dissertation are twofold. First, we propose a P2P live streaming system called P-QOLS that ensures a smooth video display while reducing as much as possible the play-out delay. It is based on an overlay construction mechanism providing a set of optimized neighbors for each client. The results of simulations show this system efficiency in heterogeneous cases. Second, we propose a fast packet recovery mechanism ensuring a smooth video display. It consists in requesting the lost packets from a sender peer that is different from the original sender of these packets. The results of simulations show this mechanism efficiency when it is compared to the current mechanism
El, mouldi Sana. "Communautés virtuelles sur youtube : quand les marques s'associent aux youtubeurs." Thesis, Bordeaux, 2020. http://www.theses.fr/2020BORD0040.
Full textInfluence marketing is increasingly being used by companies in their digital strategies. This interest is explained by the effectiveness of influencers and their recommendations on consumer behaviour. This research focuses on Youtube subscribers' attitudes towards Youtubeur and brand partnerships. Two exploratory studies were conducted. Face-to-face interviews helped to better understand how Youtube works, to highlight the motivations of Internet users to subscribe to a channel and to identify the importance of the personality and attractiveness of the Youtubeur. A netnography was performed by analyzing three fashion and beauty channel videos that together total 2075 comments. The analyses revealed three types of attitudes : cognitive, affective and conative, towards the partnership, the Youtubeuse and the brand. Finally, a quantitative study was conducted to test the influence of the youtubeur’s credibility on subscribers' attitudes towards the brand, the video and their purchasing intention
Books on the topic "Vidéos sur Internet – Psychologie"
Dominique, Roux, ed. TV et vidéo sur internet: Colloque organisé à l'Université Paris Dauphine. Paris: Economica, 2006.
Find full textSarrasin, Nicolas. Le petit guide de l'Internet: Trouver l'information en un clin d'oeil, acheter sans se faire avoir, chercher efficacement des images et des vidéos. Montréal: Éditions de l'Homme, 2006.
Find full text1976-, Byrne Bill, ed. Creative motion graphic titling for film, video, and the web. Oxford: Focal Press, 2011.
Find full textMichael, Petit, and Jarrett Kylie, eds. Google and the culture of search. New York: Routledge, 2012.
Find full textCarr, Nicholas G. The Shallows: What the Internet is Doing to our Brains. New York: W.W. Norton, 2010.
Find full textCarr, Nicholas G. The shallows: What the Internet is doing to our brains. New York: W.W. Norton, 2010.
Find full textBernard, Merialdo, and Lian Shiguo, eds. TV content analysis: Techniques and applications / Yiannis Kompatsiaris, Bernard Merialdo, and Shiguo Lian. Boca Raton, FL: Taylor & Francis, 2012.
Find full textR, Kahle Lynn, ed. Euromarketing and the future. New York: International Business Press, 2003.
Find full textBook chapters on the topic "Vidéos sur Internet – Psychologie"
Fitoussi, A., B. Couturaud, F. Soffray, P. Tribondeau, and R. Wattelet. "Table des vidéos : présentes sur le site internet de l'ouvrage." In Chirurgie du sein, xvii. Elsevier, 2011. http://dx.doi.org/10.1016/b978-2-294-06245-2.50025-5.
Full textBONNAIRE, Anne-Coralie. "L’épidémie au prisme des réseaux sociaux numériques." In Les épidémies au prisme des SHS, 35–44. Editions des archives contemporaines, 2022. http://dx.doi.org/10.17184/eac.5988.
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