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Articoli di riviste sul tema "Moteur jeu vidéo"
Besombes, Nicolas. "Exécution etmindgamedans les jeux vidéo de combat : les deux facettes de la vidéomotricité dans l’e-sport". Movement & Sport Sciences - Science & Motricité, n. 99 (2018): 19–34. http://dx.doi.org/10.1051/sm/2018008.
Testo completoSiegel, Claire, e Patrice Cervellin. "Jeu d’auteurs". Nouvelles écritures interactives audiovisuelles 6, n. 1 (12 febbraio 2018). http://dx.doi.org/10.25965/interfaces-numeriques.2820.
Testo completoPerchot, Rodolphe. "Racial stacking et stéréotypes raciaux en sport collectif : Le cas particulier du basket-ball en contexte français". Actes du colloque 2014, n. 14 (1 settembre 2014). http://dx.doi.org/10.58335/shc.373.
Testo completoTesi sul tema "Moteur jeu vidéo"
Vigneau, Chloé. "Apprendre par la création de jeu vidéo : propositions pour la conception et la production de templates à visée pédagogique". Electronic Thesis or Diss., Paris, HESAM, 2024. http://www.theses.fr/2024HESAC013.
Testo completoThis thesis focuses on learning through the creation of video games, or Game Development-Based Learning (GDBL), in second-grade classrooms in France. Through the creation of a video game, students develop disciplinary and cross-curricular skills. However, this activity is relatively complex to implement and evaluate. The teacher must successfully identify the skills involved, relate them to their discipline, while the students learn about game design and production tools. The aim of this research is to propose methodologies for designing and producing educational game templates to facilitate the technical and pedagogical implementation of video game creation workshops by teachers and students
Guinet, Anne-Laure. "Retours sensoriels multimodaux en réalité augmentée pour la rééducation de la marche des enfants atteints de paralysie cérébrale". Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG020.
Testo completoCerebral palsy is the most common cause of childhoodonset, lifelong physical disability in most countries. Abnormal gross and fine motor functioning reflecting abnormal motor control are the core attributes of CP. These motor problems can lead to difficulties with walking. Single-event multi-level surgery of the lower limbs, which realigns the musculoskeletal system in a single operation, has proven to improve the gait quality, particularly the kinematic and kinetic parameters. However, walking ability, walking distance, and walking speed remain unchanged. After analyzing the scientific literature, we hypothesize that improving the postoperative rehabilitation protocols could improve activities and participation domains. For this purpose, this thesis allowed the development and the clinical evaluation of the first active video game for gait rehabilitation in augmented reality adapted to the child and usable by a rehabilitation center in addition to conventional care. This active video game is based on theories of the gait training program and feedback models for motor learning. This research comes from the smooth intersection of several scientific disciplines sharing the ambition to be part of tomorrow’s healthcare, which is participatory, predictive, preventive, customizable, and evidencebased. Thus, we have contributed to motor rehabilitation sciences by developing an active video game for gait rehabilitation in collaboration with stakeholders. We have investigated more fundamental motor learning notions, notably the importance of game elements and feedback. We have explored the field of information and communication sciences and technologies by developing tools and content usable in augmented reality. The use of an active video game for gait rehabilitation should improve postoperative results, particularly by increasing the motivation and adherence of young people to therapy
Loup, Guillaume. "Conception et développement d’interactions immersives pour jeux sérieux". Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1041/document.
Testo completoThis thesis is in the field of the virtual environments for human learning. Digital Epistemic Games (DEG) are a category of serious games dedicated to solving complex, multidisciplinary and non-deterministic problems. The objective of DEGs is to propose authentic learning situations in terms of interactions so that learners can construct and anchor knowledge in their context of use.The first part of the thesis is devoted to exploring spatial, temporal and social dimensions of DEG interactions. Experiments were conducted in ecological environment and showed an educational contribution through an increase in the learner engagement. The design of the prototypes showed that the development of the immersive interactions of a virtual environment for human learning currently remains reserved for specialists in Mixed Reality or Virtual (MVR).So the second part of the thesis was the proposal of a development environment named MIREDGE. A visual programming interface allows developers to model interactions without specific knowledge in MVR through the reuse of blocks. Experiments have evaluated the effectiveness and efficiency of MIREDGE for specialist and non-specialist developers in MVR.As specialist developers in MVR have to continue their algorithm beyond visual programming, MIREDGE allows automatic generation of code providing the corresponding script being totally re-editable in their game engine. The MIREDGE approach ensures wide compatibility with development environments and peripherals. This opens perspectives on the study of the logics of universal interactions
Besombes, Nicolas. "Sport électronique, agressivité motrice et sociabilités". Thesis, Sorbonne Paris Cité, 2016. http://www.theses.fr/2016USPCB117/document.
Testo completoThis transdiciplinary work, at the intersection of motor praxeology, the sociology of sports and game studies, seeks to understand the phenomenon of “electronic sport” (Wagner, 2006; Taylor, 2012), using the fighting game Mortal Kombat X as its primary focus. The first chapter of this dissertation examines the competitive video gaming practice under four objective and operational criteria commonly used to define a sport: the physicality, the organization of competitions, the regulatory system and the institutional device (Parlebas, 1999). In order to understand more clearly the characteristics shared by these two contemporary practices, our analysis is based on a qualitative methodology centered on direct observations during training and e-sport competitions (n = 9) and semi-directive interviews with amateurs, semi-professional gamers (n = 4) and with an organizer of competitive events (n = 1). The collected data (photographs, field notes and interviews) focus on one hand on the event’s organization (governing bodies, space and equipment, competition format, broadcasting) and on the other hand on player interactions (behavior and speech, appropriation of time and space, interactions with other players and with the material). With this data in mind, we asked if e-sports can be considered as a sport, does competitive video gaming, especially with violent content, encourage aggressive behavior? And if so, does it promote social interactions among players? The sportization process (Elias & Dunning, 1986) of competitive video gaming, allows in the second chapter of our study for an indirect reflection on the themes of violence in sports and video games, aided by the concept of motor aggression (Collard, 2004; Dugas, 2011). Drawing on the work of Collard (2004), we have established a typology of different forms of aggression often occurring in e-sports. Here, we distinguished “real aggression,” taking place outside of the game, mostly illegal or at best permitted, from “virtual aggression,” which takes place in the virtual environment and is lawful or at worst tolerated. The quantitative analysis is based on recorded observations during training (n = 1) and competitions (n = 3). We filmed 29 regular and competitive players (28 men and one woman). During the observation of 33 fights, two cameras were oriented toward both the real player and its virtual representation on screen. The results show more than 18,250 occurrences of lawful aggression, a little less than 300 occurrences of tolerated aggression, and no occurrence of illegal aggression. Like sports, e-sports simultaneously result in a certain form of aggression while following the evolutionary logic of games oriented toward a decrease of the risk of physical injury. The final chapter deals with the forms of sociability (Simmel, 1981) present in the practice of e-sport. The groupings of competitors into “communities” or “teams” highlight these interactions among competitive players. We conducted a questionnaire analysis as a paired comparison (Condorcet, 1785). We asked 207 players (196 men and 11 women) to class six reasons why they practice e-sports: competition, social interactions, recognition, skill development, graphics and sensations procured by participation. Results reveal that 63% (130/207) rankings are transitive, showing that individual choices are consistent and the preferences are structured. Collective choices indicate a high homogeneity. Although the competitive aspect is the main reason for playing e-sports, social interactions are the second factor, leading us away from popular ideas of a socially isolated player. Just as with “real-life” sports, e-sports mirror the societies in which they are created. The sportization of competitive video gaming is a good indicator of the social and cultural developments of our time. (...)
Hocine, Nadia. "Adaptation dans les jeux sérieux pour la rééducation fonctionnelle". Thesis, Montpellier 2, 2013. http://www.theses.fr/2013MON20245.
Testo completoA stroke is among the major causes of adults' disability and death worldwide. To date, a growing amount of research studies have been devoted to improve rehabilitation strategies by including serious games in the therapeutic process. The benefit of serious games lies in providing patients with a customized and immersive training environment. The thesis focuses on an adaptation technique that seeks to enhance the patients' training outcomes while maintaining their motivation. It is based on the assessment of the patient's motor abilities to dynamically adapt the game difficulty. The technique has been evaluated through experiments with healthy players, therapists and stroke patients. The results of the evaluation show that the adaptive technique has increased the training outcomes in terms of the number of tasks, number of successful tasks as well as the movement amplitude. In addition, it has also maintained the players' motivation compared with the control strategies. This can therefore be promising to enhance stroke patients' recovery
Guo, Jing. "Serious Games pour la e-Santé : application à la formation des médecins généralistes". Phd thesis, Toulouse 3, 2016. http://oatao.univ-toulouse.fr/17813/1/the%CC%80se_GUO.pdf.
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