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Gacoin-Marks, Florence. "Le roman réaliste slovène de l'entre-deux-guerres dans le contexte européen". Paris 4, 2005. http://www.theses.fr/2004PA040116.
Pełny tekst źródłaThe first part of the dissertation is concerned with novels following the 19th century realist tradition without any other influence. The first chapter presents two novels, which show a marked influence of Balzac's realism, although the impact of Duma's work is also quite strong. The second chapter is centred upon a naturalistic novel. The third chapter examines the "community novel" which developed under Zola's and Reymont's influence during the 1930's. The second part deals with novels, which move away from he European realist tradition and show other influences. In the first chapter the author discusses the decomposition of naturalist writing. The second chapter analyses the novels which were written under the influence of Knut Hamsun and other ruralist writers. The third chapter deals with the socialist turn which developed especially under the influence of Soviet literature: a generational novel, a proletarian novel, and an attempt at pure socilaist realism
Maho, Thibault. "Neural networks security under realistic scenario". Electronic Thesis or Diss., Université de Rennes (2023-....), 2023. http://www.theses.fr/2023URENS121.
Pełny tekst źródłaArtificial Intelligence is a hot topic today, driven by the revolution of neural networks that have shown impressive performances across various tasks. Notably, in Computer Vision, they have even outperformed humans. This thesis centers on neural networks applied to image classification tasks. Yet, this remarkable success is not without its vulnerabilities. Neural networks exhibit weaknesses in terms of confidentiality, integrity, and availability of their components. The training data, the model, and the inference data, are susceptible to potential attacks. Even in the realistic scenario considered in this thesis where the model operates in a black-box setup with limitations on the number of queries, it remains possible for an attacker to steal and reconstruct the model and training data, as well as manipulate inference data. This thesis places a particular emphasis on safeguarding the confidentiality of the model, which can be compromised through techniques such as model extraction and parameter extraction. Additionally, it delves into the realm of adversarial examples, which pose threats to the integrity of model inference. The deliberate introduction of small, well-crafted perturbations can result in misclassifications. Consequently, a significant portion of this thesis is dedicated to exploring the origins of adversarial examples, their creation, and strategies for defending against them
Marbehant, Sylvain. "Concevoir le contexte de l'architecture: réalité habitée et réalité projetée dans trois doctrines du 20e siècle". Doctoral thesis, Universite Libre de Bruxelles, 2014. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/209176.
Pełny tekst źródłaLe contexte d'une œuvre rassemble l'ensemble des conditions matérielles, sociocognitives et culturelles qui contribuent à sa signification. Cependant l'interprétation d'un contexte est souvent faite de manière équivoque tant les sources du sens sont multiples et variées pour l'architecture.
Un examen rapide de l'évolution de la culture architecturale dans le courant du 20e siècle permet de situer la grande popularité de la question du contexte dans la seconde moitié de ce siècle. L'importance du contexte y apparaissait comme une force effective pour endiguer la crise du sens que connaissait l'architecture. Une sensibilité commune émergea au sein de trois courants architecturaux – appelés dans cette étude la Team 10, les Italiens et les Américains. Tous fondaient leurs interprétations sur l'idée que les conditions matérielles et historiques d'une situation donnée participent à la signification que prend l'œuvre architecturale chez ses habitants. Ils en déduisirent une série de notions originales qui constituent l'objet de cette étude.
Au moment du repli théorique amorcé au moment du postmodernisme, ces interprétations furent formalisées au sein de trois doctrines :le structuralisme, le rationalisme et le contextualisme. Dans ce cadre doctrinal, à chaque situation donnée pouvaient correspondre plusieurs contextes élaborés a priori et conditionnant sans détour l'œuvre architecturale qui y prenait place. Ainsi, alors que la signification d'un contexte est liée à sa spécificité, ces interprétations formalisées encourageaient la reproduction de stratégies d'interventions architecturales abstraites de toute contingence.
La critique du postmodernisme expliqua ces pratiques caricaturales par l'oubli du rôle actif des auteurs architectes dans le travail d'interprétation du contexte d'une œuvre. Un contexte ne doit pas être interprété seulement en tant que réalité habitée – trouvant son sens chez les habitants de l'œuvre – mais aussi en tant que réalité projetée. – trouvant son sens dans la conception de l'œuvre.
La première hypothèse de cette recherche avance qu'au sein des trois courants à l'origine des doctrines du structuralisme, du rationalisme et du contextualisme s'exprimait consciemment cette différence entre réalité habitée et réalité projetée. Si les formalisations doctrinales écartèrent l'importance de l'engagement créatif des architectes dans l'interprétation d'un contexte n'avait pas été oubliée chez les principaux auteurs de ces trois courants. La seconde hypothèse de cette recherche avance que l'interprétation d'un contexte en tant que réalité projetée est nécessaire pour renouveler le sens de l'œuvre qui y est associée. Par l'engagement de l'auteur architecte, peut naître une relation spécifique entre l'œuvre architecturale et son contexte, spécificité garante de la signification.
Ces deux hypothèses s'appuient sur deux développements. D'abord un double inventaire des principales notions relatives à la compréhension du contexte de l'œuvre architecturale en tant que réalité habitée et en tant que réalité projetée. Ces inventaires sont illustrés par quelques projets exemplaires traduisant l'impact de ces interprétations sur l'architecture construite. Ensuite par une réflexion théorique plus générale développant la relation possible entre la connaissance architecturale et l'œuvre au sein d'une réalité projetée. A la suite de ce second développement de nature épistémologique, nous avançons que par la nature intermédiaire que prennent les connaissances dans le cadre d'une réalité projetée, il s'instaure une relation de réciprocité – et non pas d'autorité - entre le théorique et le pratique.
Doctorat en Art de bâtir et urbanisme
info:eu-repo/semantics/nonPublished
Poirier, Stéphane. "Estimation de pose omnidirectionnelle dans un contexte de réalité augmentée". Thesis, Université Laval, 2012. http://www.theses.ulaval.ca/2012/28703/28703.pdf.
Pełny tekst źródłaCamera pose estimation is a fundamental problem of augmented reality, and enables registration of a model to the reality. An accurate estimate of the pose is often critical in infrastructure engineering. Omnidirectional images cover a larger field of view than planar images commonly used in AR. This property can be beneficial to pose estimation. However, no existing work present results clearly showing accuracy gains. Our objective is therefore to quantify the accuracy of omnidirectional pose estimation and test it in practice. We propose a pose estimation method for omnidirectional images and have measured its accuracy using automated simulations. Our results show that the large field of view of omnidirectional images increases pose accuracy, compared to poses from planar images. We also tested our method in practice, using data from real environments and discuss challenges and limitations to its use in practice.
Nguyen, Khoa-Van. "Technologie binaurale et contexte de réalité virtuelle : études perceptives et optimisation". Paris 6, 2012. http://www.theses.fr/2012PA066589.
Pełny tekst źródłaBinaural 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
Belkacem, Ilyasse. "Étude de nouvelles techniques d’interaction en situation de mobilité avec des lunettes électroniques pour le domaine de la santé". Thesis, Université de Lorraine, 2019. http://www.theses.fr/2019LORR0111/document.
Pełny tekst źródłaMobile devices such as smartphones, smartwatches or smart glasses have revolutionized how we interact. We are interested in smart glasses because they have the advantage of providing a simultaneous view of both the physical and the digital worlds. However, the interaction for smart glasses is not well explored. More suitable interactions on this device can convince users to use it more in everyday life. The thesis subject is focused on the study and development of new interaction techniques with smart glasses. Indeed, it is not possible to interact so finely in mobility or in an emergency situation compared to a stable situation such as sitting in front of a desktop. The work context is in the health field and in particular a healthcare professional visiting his patient in a hospital. The professional must be able to access the patient's data already collected, obtain physiological data in real time, prepare his diagnosis and communicate with his colleagues. The scientific problem for the thesis here is to find solutions that allow him to perform these tasks in a more precise and less restrictive way. The goal is to make the diagnosis and information sharing more effective and to make a device still uncontrolled a functional system in a professional healthcare environment. In this perspective, the work of this thesis presents theoretical and applicative contributions. We first listed the various work performed in the context of smart glasses for the health field, while indicating potential, relevant results and limitations. We focused on smart glasses to visualize and manipulate patient records. From a conceptual point of view, we have proposed an eight-dimensional design space to identify gaps in existing systems and assist in the design of new systems. From an application point of view, for output interaction, we introduced a technique called K-Fisheye on a tile-based interface that allows the user to browse a large dataset like in the health record. We used the design space to adapt an existing system for the smart glasses. The prototype obtained called mCAREglass. For input interactions, we studied four pointing techniques on smart glasses. We used the ISO 9241-411 standard to select techniques easy to use for exploring the health record. Finally, we designed a new text entry technique called TEXTile by using a new interactive fabric communicating with glasses
Ayadi, Mehdi. "Skyline : un marqueur pour la réalité augmentée sur mobile en contexte urbain". Thesis, Lyon, 2019. http://www.theses.fr/2019LYSE2051.
Pełny tekst źródłaThe main objective of this thesis is to propose an approach that allows a user, moving in an urban environment, to visualize in augmented reality, using a smartphone, the impact of a construction project on the urban landscape, once thebuilding is completed. In particular, with the current attractivity for tower construc tion projects in major cities (London, Paris and Lyon in particular), it is becoming a very important issue for neighborhood users to be able to visualize the impact of aconstruction project on the skyline and to give an objective opinion on it. For geographers and neighborhood users, this innovative solution makes it possible to take the opposite view from architectural firms, which only offer very qualitative renderings of their construction projects, with a limited number of views, to the detriment of more objective visualizations. We do not necessarily propose a photo-realistic rendering, but rather a more exact geometric consistency of the scene, throughout the user’s movements. Visualizations at different positions and orientations correspond better to common use cases in neighborhoods. We propose an approach in which data from smartphone’s embedded instruments are merged to estimate a first user’s pose : the magnetic compass estimates the viewing direction; the GPS, gyroscope and accelerometer roughly evaluate the parameters of motion (three degrees of freedom in translation, and three degrees of freedom in rotation). This first estimated pose, associated with the 3D model of the city, allows, using the rendering supports (2D and 3D) of the devices, to generate a synthetic image of what the user theoretically visualizes at this position. Nevertheless, the unique use of these instruments to insert a synthetic object into the video stream gives the user a very unrealistic impression ofthe viewed scene : due to instrument’s data inaccuracies, synthetic objects appear to “hover” and "float" with the user’s movements. For this, the skyline is automatically extracted from real (acquired by the camera) and virtual (generated) images. A matching step between the two skylines allows to realign the virtual skyline onto the real one, allowing thus a real time insertion of the 3D object in the real-time video stream, and an improvement according to two criteria : precision and stability, giving with a much better immersion impression. In this matching step, several similarity metrics are proposed that are used in an optimization approach based on a gradient descent
Souid, Slim. "Gestion du résultat comptable : une étude réalisée après l'introduction du référentiel IAS / IFRS dans le contexte français". Paris 13, 2007. http://www.theses.fr/2007PA131020.
Pełny tekst źródłaEuropean listed firms have adopted in the 1rst of January 2005, International Accounting Standard of IASB. The adoption of these standards offers firms many accountings options. Such offered options come to strengthen accounting choices those leaders have disposed to manage the earnings of their firms. Firstly, this research deals with followings question: Did listed firms manage their results? Then, earnings management constitute one stake of firm government, the second question with which deals this research is: Do governance structures allow to reduce earnings management? So, the present research includes two parts. The first one develops theoretical foundations of earnings management. It exposes its motivations, incitations and constraints. When the second part is an empirical validation of the determinants earnings management. Factor model is held to measure the earnings management, where this latest is considered as latent variable. The method of structural equations is used to validate the research hypothesis
Belkacem, Ilyasse. "Étude de nouvelles techniques d’interaction en situation de mobilité avec des lunettes électroniques pour le domaine de la santé". Electronic Thesis or Diss., Université de Lorraine, 2019. http://www.theses.fr/2019LORR0111.
Pełny tekst źródłaMobile devices such as smartphones, smartwatches or smart glasses have revolutionized how we interact. We are interested in smart glasses because they have the advantage of providing a simultaneous view of both the physical and the digital worlds. However, the interaction for smart glasses is not well explored. More suitable interactions on this device can convince users to use it more in everyday life. The thesis subject is focused on the study and development of new interaction techniques with smart glasses. Indeed, it is not possible to interact so finely in mobility or in an emergency situation compared to a stable situation such as sitting in front of a desktop. The work context is in the health field and in particular a healthcare professional visiting his patient in a hospital. The professional must be able to access the patient's data already collected, obtain physiological data in real time, prepare his diagnosis and communicate with his colleagues. The scientific problem for the thesis here is to find solutions that allow him to perform these tasks in a more precise and less restrictive way. The goal is to make the diagnosis and information sharing more effective and to make a device still uncontrolled a functional system in a professional healthcare environment. In this perspective, the work of this thesis presents theoretical and applicative contributions. We first listed the various work performed in the context of smart glasses for the health field, while indicating potential, relevant results and limitations. We focused on smart glasses to visualize and manipulate patient records. From a conceptual point of view, we have proposed an eight-dimensional design space to identify gaps in existing systems and assist in the design of new systems. From an application point of view, for output interaction, we introduced a technique called K-Fisheye on a tile-based interface that allows the user to browse a large dataset like in the health record. We used the design space to adapt an existing system for the smart glasses. The prototype obtained called mCAREglass. For input interactions, we studied four pointing techniques on smart glasses. We used the ISO 9241-411 standard to select techniques easy to use for exploring the health record. Finally, we designed a new text entry technique called TEXTile by using a new interactive fabric communicating with glasses
Romain-Delacour, Déborah. "La composante idéale de la représentation sociale : Sa mise à jour et son rôle dans la construction sociale de la réalité : Le cas du travail". Thesis, Aix-Marseille 1, 2011. http://www.theses.fr/2011AIX10182.
Pełny tekst źródłaThis thesis is grounded in the structural approach of social representations initiated by Abric’s work. Its aim is to describe the social representations developed by groups of social workers displaying dissimilar employment distances. In order to achieve this, we compare the social representations of integrated subjects with which of, subjects having integration difficulties, young people helped by local centre dedicated to work integration (“missionlocale”), and employees in workshop employment integration program. Therefore we have followed two axis of research. Firstly and consequently to the exploratory phase, we have supposed the presence of a mute zone in the social representation of work. Hence, we have elaborated an unmasking technique in order to access to the expression of elements that may not be verbalized spontaneously. Secondly, as we have found a double level of expression regarding work when analyzing the exploratory interviews, we decided to take a look at what we call the “ideal component” of the representation. Indeed, every subject, when speaking about work, speaks on the one hand about what work is in reality, and on the other hand about what it could be, or what they name “ideal work”. The results show that an “ideal component” exists inside the representation of work, and that this component constitutes a normative landmark for people. Thus, depending on the context in which they are placed, they activate or inhibit some counter-normative elements of the representation
Razanatsoavina, Christian. "Regards sur le pouvoir à Madagascar dans le contexte de la décentralisation : Etude réalisée dans la région de la Sofia". Amiens, 2010. http://www.theses.fr/2010AMIE0019.
Pełny tekst źródłaLiu, Ruijun. "Construction de SIG3D à partir d'images et de contraintes cartographiques dans un contexte de réalité augmentée". Ecole centrale de Nantes, 2012. http://www.theses.fr/2012ECDN0037.
Pełny tekst źródłaGIS (Geographical Information Systems) need several models to solve urban planning and management issues, among them are 2D and 3D geometric models. Integration of 3D information in GIS raises usual database challenges like 3D data modeling, acquisition and representation of the 3D information. The acquisition process confronts two different problems: first, how to extract enough information from the environment, such as a series of images or a video, this process also includes the localization of the information (known as geo-referencing); secondly, how to insert the 3D information into the GIS in an Augmented-Reality context. We present a method to insert 3D information aiming at enriching 3D-GIS. The first step is 3D structure information extraction. A street-view video sequence is captured. Then we extract 3D original feature points from the input video data by using Structure-from-Motion (SfM) technique and filter the outliers making benefit of GIS data. The second step is to reconstruct the buildings with computer vision techniques. We propose an automatic facades reconstruction algorithm, including splitting facades, computing the height of facades and facades rendering. Then we design the interactions to improve the results of automatic reconstruction. The last step is GIS updating. The existing old footprints are corrected by user knowledge or new footprints are generated. Finally, we insert or update 3D information into the GIS
St-Jean, Émilie. "Dynamique de succession forestière dans les forêts feuillues nordiques après coupes partielles réalisées dans un contexte industriel". Master's thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/68420.
Pełny tekst źródłaLanglois, Simon. "Raisonnement scientifique et changement conceptuel réalisés par des étudiants collégiaux dans un contexte d'expériences de laboratoire ouvertes". Thèse, Université du Québec à Trois-Rivières, 2008. http://depot-e.uqtr.ca/1897/1/030033827.pdf.
Pełny tekst źródłaVareilles, Gaëlle. "Comprendre la performance des volontaires de santé communautaire : une évaluation réaliste en lien avec la Fédération internationale des Sociétés de la Croix Rouge et du Croissant Rouge". Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1G036/document.
Pełny tekst źródłaContext The recruitment of community health volunteers, such as the volunteers of the International Federation of Red Cross and Red Crescent Society, is an established approach to improve the health of underserved communities. However, there is a dearth of evidence about what works to improve volunteers’ performance. Objectives To understand why, how, for which volunteers and under which circumstances intervention approaches to improve volunteers’ performance is more likely to be successful. Methods Given the complexity of the intervention under study, a realist evaluation as methodological approach and a case study as study design was adopted. Firstly, a realist review together with interviews with the main stakeholders and a review of the theories underlying community health volunteers programme have been conducted to develop the theoretical basis for the evaluation. Secondly for the case study, two contrasted cases have been then selected at district level in the capital of Uganda, where the Red Cross Society is implementing a community-based programme. A case is as a Red Cross unit run by a programme manager that operate around one governmental district structures. Data collection included document review, participant observation and interviews. The constant comparative method was used for the analysis. Results Intervention approaches that include supervision supportive of autonomy, skills and knowledge enhancement and that is adapted to the different sub-groups of volunteers, leads to satisfaction of the three key drivers of volunteer motivation: feelings of autonomy, of competence and of connectedness. This contributes to volunteers’ better performance. Enabling contextual conditions include the responsiveness of the organisation to community needs and recognition from the organisation and the community of the work of the volunteers. Discussion The findings will inform the management of community health volunteers and have implication for the International Federation of Red Cross and Red Crescent Societies regrading organisational learning. It also contributed to building the field of programme evaluation in Health and led to methodological developments for doing realist evaluation
Djafi, Faouzi. "L'apport du réalisme visuel à la représentation de l'image de synthèse dans un contexte de conception architecturale assistée par ordinateur (CAAO)". Thesis, Université Laval, 2005. http://www.theses.ulaval.ca/2005/22462/22462.pdf.
Pełny tekst źródłaThis research is concerned with synthesized images and visual realism as knowledge generation tools for CAAD (Computer Aided Architectural Design). The research goal is to document and validate contained visual realism in synthesized images to the architectural project elaboration process. The validated hypothesis is a « correlation » of irradiance and radiance values with the degree of visuel realism of synthesized images. As a practical outcome, this work proposes an evaluation methodology of visual realism based on irradiance and radiance values estimation with Radiance System. This protocol defines the programs and parameters to be used and their sequence to generate synthetic images. Furthermore, the protocol includes a files transfer procedure from formZ to Radiance System.
Dennemont, Yannick. "Une assistance à l'interaction 3D en réalité virtuelle par un raisonnement sémantique et une conscience du contexte". Phd thesis, Université d'Evry-Val d'Essonne, 2013. http://tel.archives-ouvertes.fr/tel-00903529.
Pełny tekst źródłaDennemont, Yannick. "Une assistance à l'interaction 3D en réalité virutuelle par un raisonnement sémantique et une conscience du contexte". Thesis, Evry-Val d'Essonne, 2013. http://www.theses.fr/2013EVRY0010/document.
Pełny tekst źródłaTasks in immersive virtual environments are associated with 3D interaction techniques and devices (e.g. the selection of 3D objects with the virtual hand and a flystick). As environments and tasks become more and more complex, techniques can not remain the same for each application, even for every situations of a single application. A solution is to adapt the interaction depending on the situation in order to increase usability. These adaptations can be done manually by the designer or the user, or automatically by the system thus creating an adaptative interaction. Formalisation of such assistance needs the management of pertinent information regarding the situation. Those items of information make the context emerge from the interaction. The adaptative assistance obtained by reasoning on this information is then context-aware. Numerous possibilities can be used to build one. Our objective is a context management that preserves its high degrees of expressiveness and evolutivity while being easy to plug in. We have built a model for this issue using conceptual graphs based on an ontology and managed externally with a first order logic engine. The engine is generic and uses a knowledge base with facts and rules which can be dynamically changed. We have added a confidence notion, in order to establish a situation similarity to the knowledge base. Reactions’confidences are compared to their impacts so as to keep only the pertinent ones while avoiding user overload. Applications have tools that can be controlled by the engine. Sensors are used to extract semantic information for the context. Effectors are used to act upon the application and to have adaptations. A tools set and a knowledge base have been created for 3D interaction. Numerous steps have been added in the knowledge base to obtain good combinations and a reasoning independent from specific tools. Our first applications shows the situation understanding, including user interests and difficulties, and the triggering of pertinent assistances. An off-line study illustrates the access and evolution of the internal engine steps. The built generic semantic reasoning is expressive, understandable, extensive and modifiable dynamically. For 3D interaction, it allows universal assistances for the user that can be automatic, punctual or manual and off-line activities or conceptions analysis fort he designers
Plaza, Melissa. "Stéréotypes sexués explicites et implicites en contexte sportif : réalité, évolution, et lien avec les comportements d’engagement sportif". Thesis, Montpellier, 2016. http://www.theses.fr/2016MONT4003/document.
Pełny tekst źródłaThe psycho-social perspective suggests that gender stereotypes could partly explain the differentiated involvement of men and women in sport. This doctoral research aims to examine the role played by gender stereotypes in sport involvement/dropout behaviours according to (1) the indirect pathway, via the internalization of these beliefs during the socialization process (Fredricks & Eccles, 2004) and (2) the direct pathway, via their automatic activation. A research program structured around 8 studies and implicating almost 1300 participants has been conducted. The studies 1 to 3 have confirmed on the one hand that specific beliefs are attached to sport activities and on the other hand, that they are likely to be automatically activated by the brief presentation of feminine activities and to affect the subsequent categorization of names. The studies 4 to 6 have highlighted the significant role played by gender stereotypes in individuals ‘sport involvement, since the endorsement of beliefs in disfavour of one’s own sex-group predicted negatively adolescents’ sport involvement, via the self-perceptions (competence, value). If, none link has been observed between sport-gender implicit association and sport involvement, a self + masculine implicit identity seems to be negatively associated with sport dropout. Finally, the studies 5, 7 and 8 showed that certain explicit stereotypes are malleable under a developmental perspective (general stereotype) and after an experimental manipulation (stereotype related to competence), but did not reveal any developmental pattern, nor sensibility to the experimental manipulation concerning the sport-gender implicit association
Lévi, Ide. "Réalisme moral ou volontarisme théologique ? : le problème de l’objectivité des valeurs et des normes morales en contexte théiste (perspectives médiévales et contemporaines)". Thesis, Paris, EPHE, 2016. http://www.theses.fr/2016EPHE5078.
Pełny tekst źródłaAccording to the common version of the “Euthyphro dilemma”, it is generally considered that when theists try to describe the relation between God and morality, they must either opt for theological voluntarism or for hard objectivism (moral realism, in particular). According to the first option, fundamental moral statuses depend essentially on God’s contingent, or even necessary, will. According to the second, God acts in conformity to an objective (and necessary) moral order that is in itself independent of His will, as it is of any kind of pro-attitude, will or desire, at least for the most fundamental and prior moral statuses (and moral properties are consequential upon nonmoral ones, if not reducible to them). I argue here for the existence of a third possibility for theists, rejecting the metaethical externalism assumed by the first two options. According to this third option, it is not the case that objects, state of affairs, actions or persons can have value or generate obligations to us independently of all our pro-attitudes and of the ends we are inclined to pursue. I propose a defence, against realist objections in particular, of a universalist (or non relativist) version of that metaethical position and try to show its compatibility with classical theism : the anti-objectivist natural law theory, according to which values and norms relevant for us depend on our motivational set, depending on our – universally shared – natural inclinations or essential dispositions to love and pursue certain ends (or possibly one ultimate end) preferently to others, and to find our completion and happiness in them (in it)
Ben, Guefrech Fatma. "Analyse de l'intégration d'une plate-forme de réalité augmentée spatiale dans un contexte de conception collaborative impliquant des utilisateurs finaux". Thesis, Université Grenoble Alpes, 2020. https://tel.archives-ouvertes.fr/tel-02613304.
Pełny tekst źródłaCreative design activities and products are more and more ubiquitous in our society today. Our daily environment includes a multitude of objects that have previously been designed. The design of complex industrial products takes place in extremely varied professional fields and requires collaboration of multiple actors ranging from highly technical sectors to artistic sectors throughout the design process. Design organisations are facing important changes driven by an extremely aggressive market competition; they are constantly adding new features to their products that requires more and more the collaboration of a growing number of diverse actors with different types of expertise. On the other hand, the communication in multidisciplinary teams is difficult. There is a constant need to adapt means of communication. In addition, market competition is also driving companies to follow global strategies. The most recently used trend in industry is to involve end-users within the design process.Therefore, designers need to discover, understand and exchange ideas and suggestions with end-users in order to be able to transform their needs and requirements into adequate technical solutions and eventually turned it into proper products. To overcome these communication difficulties, and considering that in design activity, it is essential to be able to represent ideas with a suitable tool, Spatial Augmented Reality (SAR) is perhaps the best candidate technology that could properly address these problems. As it allows integrating virtual objects in our real environment, this technology allows to manipulate them more naturally. In this context, incorporating the virtual into the real world can induce a certain number of questions: “How to manage the real / virtual combination in a collaborative setting?” “Does the integration of mixed (physical/digital) design artefacts can be an added value to interaction between design participants?” One important challenge addressed during this thesis was to evaluate the impact of integration of a spatial augmented reality platform in collaborative design meetings. We wanted to demonstrate that the SPARK platform, through the introduction of new prototype mixing the tangible aspect with digital projection, positively impacts the co-creative design sessions and the overall communication interactions between the different stakeholders
Havard, Vincent. "Développement de méthodes et outils basés sur la réalité augmentée et virtuelle pour l'assistance ou l'apprentissage d'opérations dans un contexte industriel". Thesis, Normandie, 2018. http://www.theses.fr/2018NORMR001/document.
Pełny tekst źródłaThe adoption of digital technologies within industries and the evolution of technologies are opening new perspectives for using augmented reality (AR) and virtual reality (VR). Therefore, those technologies can facilitate the operators’ tasks working on complex industrial systems, either by bringing them some contextualised information in AR or by helping them with VR trainings. Thus they would improve their efficiency. However, integrating these new tools into existing processes of the company remains complex, due to the technologies and the data continuum needed, through the identification of use cases and the associated gains and by the diversity of actors and business experts involved in this process: the expert of the industrial system, the operator, the designer and the computer scientist.In order to develop those different industrial problematics, we first study the state of the art of scientific publications and existing technologies. Then, our research work has proposed a data modelling facilitating content authoring of augmented reality operations on industrial system. This work has also allowed to set up an experimental environment based on an educational production line and an augmented reality application developed thanks to that model.In a second part of this work, and in order to evaluate the efficiency of this technology, we have proposed a methodology allowing to evaluate augmented reality usage for maintenance, repair and operations on industrial systems according to performance, satisfaction and behavioural criteria. We analyse two case studies. They shows that contextualisation of information with augmented reality allows the operator to faster understand the task he needs to carry out than with paper instructions while reducing some kind of errors. Moreover we are proposing some guidelines in order to improve the augmented reality information efficiency. Besides, we are identifying which types of operation are improved with augmented reality. The work is also describing the rendering device influence on the use of augmented reality.Finally, and based on the augmented reality modelling, we are proposing an ontology allowing to unify content authoring of augmented and virtual reality so as to train or guide operator in their tasks. We are studying the use of this ontology for exploiting others data and company knowledge, as maintenance. This ontology is used for training scenarios in industrial environment and for guiding operator during their work
Barma, Sylvie. "Un contexte de renouvellement de pratiques en éducation aux sciences et aux technologies : une étude de cas réalisée sous l'angle de la théorie de l'activité". Thesis, Université Laval, 2008. http://www.theses.ulaval.ca/2008/25695/25695.pdf.
Pełny tekst źródłaCao, Xue. "Mise en oeuvre d'une tâche virtuelle, écologique et paramétrable dans le contexte des fonctions exécutives". Phd thesis, Ecole nationale supérieure d'arts et métiers - ENSAM, 2010. http://pastel.archives-ouvertes.fr/pastel-00577779.
Pełny tekst źródłaGouezou, Vincent. "De la représentation à la modélisation de l'architecture : réintroduire le dessin d'esquisse en contexte BIM par sa spatialisation en réalité virtuelle". Thesis, Lille 3, 2020. http://www.theses.fr/2020LIL3H007.
Pełny tekst źródłaIn the field of computerized tools dedicated to architectural design, the effects of BIM on the drawings used by architects to represent their architectural projects raise questions. We are particularly studying the effect of BIM software on sketch drawing and ideation tasks in the early stages of creative design. Now standard, CAD-BIM software is based on a modeling principle that overturns the tradition of architecture representation. Would they lead to the latent exclusion of drawing practices? Are they suitable for creative design? By proposing a critique of BIM modeling for its too consensual and adialectic character for the projectual approach, we question the supposed antinomy between CAD-BIM and sketch drawing. We form the hypothesis of a possible "bimable" modality of sketch drawing. In her study entitled The Dialectics of sketching, Gabriela Goldschmidt (1991) revealed the reflexivity of the dialectic working in sketch drawing, described as an alternation between points of view - see As and see That, translating the actions of conjecturing and analyzing by graphic and linguistic means. We tried to observe this dialectic of the sketch by adapting this method to evaluate and reproduce transitions "by hand" and compare them to three computerized modalities, in computerized drawing and BIM, the last being spatialized drawing in virtual reality (VR) using a headset. Called "DialecBIM", this method of evaluating dialecticism from one sketch modality to another has produced interesting results and could be extended to other modalities. As expected, the computerized drawing and BIM modalities have a lower level of dialectic compared to the Hand, which is the reference. The surprising scores obtained by the RV mode and spatialized sketch drawing are close to those of the Hand despite the required learning and constraints (vertical station, visual fatigue, manual controller imprecision). The VR modality has particularly useful qualities for creative design based on a 3D model, BIM or other, and can be improved. Our work also leads us to discuss the method of evaluating dialecticism: the criterion of point of view changes, commutability, appearing consolidable compared to the more "robust" criterion of the quantity of arguments. Are we right to want to measure architectural qualities such as dialectic? We argue that this is useful to resist the performative, optimizing trends of BIM modeling that threaten the creative part of the architectural field
Loup-Escande, Émilie. "Vers une conception centrée sur l'utilité : une analyse de la co-construction participative et continue des besoins dans le contexte des technologies émergentes". Angers, 2010. http://www.theses.fr/2010ANGE0067.
Pełny tekst źródłaThe main objective of this thesis is to assist and to improve the consideration of the usefulness in the design process of artifacts in the context of emerging technologies. It was realized in the context of an Action-Research led in the context of a real design project called 3DChild, which managed to the software named "Appli-Viz'3D". Two main lines led our work. The first one was to analyze how usefulness and requirement are taken into account in design. From this viewpoint, we were interested in models, methods and tools used or advocated in marketing, industrial engineering, requirement engineering, software engineering, design and ergonomics of design activities. We also explored representations of designer's profiles on the usefulness and key elements of the process of construction of requirements. The second main line was to study the effective contribution of actors - designers and users - to the design of innovative artifacts through empirical studies which first aimed to analyze the global dynamics of the process of participative and continuous co-construction of requirements. We then focused on more specific issues of the process. Particularly, we were interested in identifying requirements and in the proposal of specifications by different designer's profiles. We then studied the prioritization of requirements by different user's profiles and development of requirements during sessions of evaluation of the software Appli-Viz'3D in a participative context. After discussing the results of our studies, we propose a model that formalizes the relationship between the retrospective and the prospective universes of the usefulness, the potential usefulness and the real usefulness of the artifact. In conclusion, we summarize the main contributions of this research and the perspectives they open. Our theoretical contributions concern the demonstration of a lack of a totally shared representation by the designers of the concepts of usefulness and requirements; the highlighting of the complementary nature of models, methods and tools, used or advocated, associated to an usefulness-centered design process, and the characterization of the process of participative and continuous co-construction of requirements. Our methodological contribution is the extension of the I²I method. The three perspectives are the broadening of the scope of our model, the validation of the proposed extension of the I²I method and the creation of a Living Lab in Laval
Kouyoumdjian, Alexandre. "Sélection de cibles en mouvement : contexte, modèles, et paradigmes d'aide à la sélection". Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS606/document.
Pełny tekst źródłaThe selection of moving targets has received little attention in the literature, as the factors that influence motion are numerous and complex. Though models such as Fitts’ Law can estimate selection time for static targets, they fail to do so for moving ones, and the influence of a target’s movements on its associated selection performance remains to be determined. Here we propose a state of the art of moving target selection techniques, a taxonomy thereof, as well as a classification of moving targets and their environments. We propose a model for the description and generation of movement, a use it to extract essential motion parameters from moving targets, in order to estimate their selection difficulty. This model (SFA) includes speed (S), the period between each change in direction and its associated frequency (F), as well as the maximum angular amplitude of these changes (A).Thanks to the SFA model, we measured the influence of these parameters on selection performance, the subjective impressions of users, and their anticipation strategies. These results led us to look for SFA dependent criteria, such as the area of the target’s trajectory’s convex hull over a given period of time, which can predict selection performance. We note that Fitts’s distance has little influence on selection performance for quick, unpredictable moving targets, and validate our estimate of selection performance by showing that this estimate can be used to improve selection performance by adjusting the size of targets accordingly, or by using it to bias an intention prediction heuristic. We also assess the benefits of pseudo-haptic assistance coupled with intention prediction, and show that it depends on the speed accuracy trade-off chosen by a given user. We finally show that a technique based on the manual elimination of distractors running concurrently with intention prediction allows for excellent selection performance, and drastically reduced physical effort. We conclude by offering advice on the design of new selection techniques that would be better suited to moving targets
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.
Pełny tekst źródłaDigital 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
Soussi, Hakim. "Modèle global et paramétrable, pour la gestion des foules d'agents en animation comportementale". Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00762319.
Pełny tekst źródłaNowak, Ewa Izabela. "L' art face à la politique : l'art polonais dans le contexte sociopolitique dans les années 1945-1970 et après 1989". Paris 1, 2009. http://www.theses.fr/2009PA010511.
Pełny tekst źródłaLoup-Escande, Emilie. "VERS UNE CONCEPTION CENTRÉE SUR L'UTILITÉ : Une analyse de la co-construction participative et continue des besoins dans le contexte des technologies émergentes". Phd thesis, Université d'Angers, 2010. http://tel.archives-ouvertes.fr/tel-00742444.
Pełny tekst źródłaGabsi, Abdallah. "Le Tourisme : croissance, développement et progrès dans le contexte de la mondialisation : mythe ou réalité? : le cas de la Tunisie de 1959 à 2004". Pau, 2004. http://www.theses.fr/2004PAUU2007.
Pełny tekst źródłaBillon, Ronan. "Modèle d’interaction gestuelle entre humain et acteur de synthèse dans un contexte de théâtre virtuel". Brest, 2010. http://www.theses.fr/2010BRES2026.
Pełny tekst źródłaThis work takes place in the general framework of communication and interaction in virtual reality environment. We are particularly interested in the nonverbal communication between humans and autonomous virtual actor. We position our work in the field of gesture interaction that is as natural as possible. Then, our problematic is to perceive and recognize a gesture or a sequence of gestures in realtime. In this context, we search to implement an effective model of gesture recognition. There are currently difficulties on the analysis of dynamic gestures. All studies from the state of the art described in this thesis refer all on the transcription of gestures into symbols. An effective recognition system should respond to: quick and easy learning stage; real-time recognition; automatic segmentation of the flow of movements; scalability of the database. To our knowledge, no system meet all these characteristics simultaneously. Our proposal is to base our model on gesture signature. This summerize the essence of the gesture. We show that using a compression technique based on PCA and a proper geometric adjustement we can compute a representation containing the information needed to characterize the gesture and faciitate the comparison with the observation of real-time flow. We introduce a new technique for segmenting the real-time flow based on the combination of the signature and an agent model. We applied our work, with success, on laboratory conditions evaluations and then in front of an audience in a play based on a Capoeira script in a theater
Bonfils, Philippe. "Dispositifs socio-techniques et mondes persistants : quelles médiations pour quelle communication dans un contexte situé ?" Phd thesis, Université du Sud Toulon Var, 2007. http://tel.archives-ouvertes.fr/tel-00257247.
Pełny tekst źródłaBonfils, Philippe. "Dispositifs socio-techniques et mondes persistants : quelles médiations pour quelle communication dans un contexte situé ?" Phd thesis, Toulon, 2007. https://theses.hal.science/tel-00257247/fr/.
Pełny tekst źródłaThis institutional research was conducted with one main purpose : identify the building mecanisrns of a new situation of communication within virtual environment like persistent worlds (Second Lire) in an e-leaming situated context. The study explores the concepts of communicational artifact as symbolic place of representations and construction of a new reality. We favour a pragmatic point of view of the communication by using the four mediations approach and the study of the fonciional interactivies regarding human-human communication and social interactions in our context. Our hypothesis concern firstly the perception oi'a kind of materialization of the situation of communication, and secondly the possible social role of the projections of the users : the avatars. The methodology consists of a communicational analysis of analogic signals like gestuelle and proxemic practices in those spatials environments populated by avatars caracterized by users. Our findings : The caracterization of the avatar plays a part in the social rites and the group identity construction. The possibility for the users to choose differents points of views (centered or off-centered) of the avatar allows them to be spectators-actors of the situation of communication. The result of the study indicated that ;The constant alternation of points of views generates in the mean time liberties and inconveniences for the users which modify the distanciation of the subject v\jth his object, and as an episteniologic consequence, lead to a kind of circularity in this process
St-Arnaud, Isabelle. "Étude des stratégies de transfert de connaissances réalisées dans un contexte de solidarité intergénérationnelle visant à soutenir le développement social en Mauricie : le cas de la BRAM". Thèse, Université du Québec à Trois-Rivières, 2005. http://depot-e.uqtr.ca/1401/1/000130439.pdf.
Pełny tekst źródłaLoy, Rodas Nicolas. "Context-aware radiation protection for the hybrid operating room". Thesis, Strasbourg, 2018. http://www.theses.fr/2018STRAD001/document.
Pełny tekst źródłaThe use of X-ray imaging technologies during minimally-invasive procedures exposes both patients and medical staff to ionizing radiation. Even if the dose absorbed during a single procedure can be low, long-term exposure can lead to noxious effects (e.g. cancer). In this thesis, we therefore propose methods to improve the overall radiation safety in the hybrid operating room by acting in two complementary directions. First, we propose approaches to make clinicians more aware of exposure by providing in-situ visual feedback of the ongoing radiation dose by means of augmented reality. Second, we propose to act on the X-ray device positioning with an optimization approach for recommending an angulation reducing the dose deposited to both patient and staff, while maintaining the clinical quality of the outcome image. Both applications rely on approaches proposed to perceive the room using RGBD cameras and to simulate in real-time the propagation of radiation and the deposited dose
Rodriguez, montano Ingrid. "Politique linguistique, développement des enseignants d'anglais langue étrangère et réalité du contexte d'enseignement : : les enjeux de l’adoption du cadre européen commun de référence pour les langues en Colombie". Thesis, Bordeaux, 2016. http://www.theses.fr/2016BORD0330/document.
Pełny tekst źródłaLearning Foreign Languages has taken a prominent position in the education field. With globalization, countries, mostly in Europe and America are required to set up educational programs for the development of communicative skills of citizens, to have a place into the global economy. In Colombia, the context in which our study was conducted, the government seeks to reinforce the learning of English FL. To this end, the National Bilingual Program (NBP) established and led the design of objectives that can only be achieved with reflective changes in the professional practice of teachers, the organization of the educational stakeholders and schools. The framework or our research is focused on the stakes of the language policy in relation to professional development of English teachers and the reality of educational contexts. It also looks at the impact of the adoption of the European Framework of Reference for Languages (EFRL) as the basic document of NBP. Our study, is part of an exploratory research, that attempts to describe and understand the implementation process of the NPB and the accession to the CEFR. We proceeded by applying a variety of data collection tools -namely, document analysis, semi-structured/comprehensive interview and questionnaire- with 13 teacher trainers and directors of professional development programs. and 36 English teachers, especially from the regions of Valle del Cauca (west) and Cundinamarca (center). The collected data are analyzed and discussed to provide information on the implementation of the reform, on the views of stakeholders involved, the difficulties encountered and the relation of theoretical objectives and school settings. The outcomes reflect the complexity of implementing a language policy seeking to standardize the process of teaching and learning of foreign languages in a context such as Colombia. This results provide valuable insights on the urgent professional development needs, reflective practices and the empowerment of teachers
Kanyugu, Fidele. "Evaluation et perspective des rapports linguistiques au Burundi dans un contexte géostratégique d'intégration dans la Communauté de l'Afrique de l'Est: D'après une enquête réalisée auprès des Burundais bilingues ayant le kirundi comme langue maternelle". Doctoral thesis, Universite Libre de Bruxelles, 2020. https://dipot.ulb.ac.be/dspace/bitstream/2013/308339/3/Thesis.pdf.
Pełny tekst źródłaDoctorat en Langues, lettres et traductologie
info:eu-repo/semantics/nonPublished
Grova, Christophe. "Simulations réalistes de données de tomographie d'émission monophotonique (TEMP) pour l'évaluation de méthodes de recalage TEMP/IRM utilisant des mesures statistiques de similarité : application dans le contexte de la fusion de donnnées en épilepsie". Rennes 1, 2002. http://www.theses.fr/2002REN1B068.
Pełny tekst źródłaSamson, Amélie. "Évaluation du processus d'implantation du programme «Choisir de Maigrir?» dans les centres de Santé et Services Sociaux du Québec : acceptabilité et mise en contexte des adaptations réalisées par les intervenantes". Master's thesis, Université Laval, 2015. http://hdl.handle.net/20.500.11794/26021.
Pełny tekst źródłaWithin a context where weight-related problems continually increase, a major public health concern consists of limiting its associated consequences. Amongst some actions put in place towards this goal, the Québec government supports a widespread dissemination of the program called “Choisir de Maigrir?” (CdeM?). Since a program can also become inefficient or harmful if implemented inadequately, the success of such initiative depends especially on the efficiency of its implementation process. The efficiency of this process requires that the program implemented is faithful to the original. However, when faced with the specific culture as well as the type of clientele, adaptations seem to be inevitably performed when a program is transferred into different settings. This work is devoted to the process evaluation of the CdeM? program in terms of adaptations performed by the providers who present it in order to explore the way this issue (fidelity-adaptations debate) matters throughout an implementation process. As reported in the actual literature, every provider’s dyads from the project’s sample have performed adaptations during the implementation of the program. From the program instigators’ perspective, most of those adaptations might have compromised its core components (unacceptable adaptations). In that regards, further analyses could be realized in order to verify if those adaptations will have an influence on the program efficiency. All in all, documentation of adaptations that were realized within a natural context will be able to support certain decisions that pertain to the continual improvement of the program or training and assistance that are currently offer to providers. Keywords: Health At Every Size paradigm, program evaluation, implementation process, fidelity-adaptations debate, core components, providers, instigators.
Thonat, Théo. "Complétion d'image, segmentation et mixture de vidéos dans un contexte multi-vue, pour un rendu basé image plus polyvalent". Thesis, Université Côte d'Azur (ComUE), 2019. http://theses.univ-cotedazur.fr/2019AZUR4047.
Pełny tekst źródłaCreating realistic images with the traditional rendering pipeline requires tedious work, starting with complex manual work to create 3D models, materials, and lighting, and then computationally expensive realistic rendering. Such a process requires both skilled artists and significant computing power. Image Based Rendering (IBR) is an alternative way to create high quality content by only using an unstructured set of photos as input. IBR allows casual users to create and render realistic and immersive scenes in real time, for applications such as virtual tourism, cultural heritage, interactive mapping, urban and architecture planning, and movie production. Existing IBR methods produce generally good image quality, but still suffer from limitations. First, many types of scene content produce visually-unappealing rendering artifacts, because the underlying scene representation is insufficient, e.g, for reflective surfaces, thin structures, and dynamic content. Second, scenes are often captured with real- world constraints which require editing to meet the user requirements, yet existing IBR methods do not allow this. To address editing, we propose to extend single image inpainting to allow sparse multiview object removal. Such inpainting requires to hallucinating both color and geometry behind the object to be removed in a multi-view coherent fashion. Our method reduces rendering artifacts by removing objects which are not well represented by IBR methods or by moving well represented objects in the scene. To address rendering quality, we enlarge the scope of casual IBR in two different ways. First we deal with the case of thin structures, which are extremely challenging for multi-view 3D reconstruction and represent a major limitation for IBR in an urban context. We propose a pipeline which locates and renders thin structures supported by simple surfaces. We introduce both a multi-view segmentation algorithm for thin structures, and a rendering method which extends traditional IBR with transparency information. Second, we propose an approach to extend IBR to dynamic contents. By focusing on time-dependent stochastic textures, we preserve both the casual capture setup and the free-viewpoint navigation of the rendered scene. Our key insight is to use a video representation which is adapted to video looping and spatio-temporal blending. Our results for all methods show improved visual quality compared to previous solutions on a variety of input scenes
Beaudoin-Gagnon, Nicolas. "Entraînement d'un modèle supervisé pour la détection du plaisir en contexte de jeu vidéo à partir de signaux physiologiques et d'indices comportementaux". Master's thesis, Université Laval, 2020. http://hdl.handle.net/20.500.11794/66324.
Pełny tekst źródłaModeling the gaming experience is of considerable interest for designing adaptive video games. Adaptive video games use the emotional information contained in physiological signals and behavioral cues to personalize the video game experience,in order to generate an optimal gaming experience. With the purpose of modeling the gaming experience, this research project has focused on the detection of a player’s fun using physiological signals (electrocardiogram, electrodermal activity, respiratory activity and electromyogram) and behavioral cues (facial expressions,head movements and facial expressions and inputs from an Xbox controller). In this work, supervised machine learning models (SVM, Random Forest and kNN) were trained on a dataset built from the FUNii database, which contains the physiobehavioral data of 219 players spread over 362 game sessions of the Assassin’s Creed franchise. A method for creating fun classes from the fun factor, a tool for continuous annotation of fun, has also been proposed. The best model trained allowed to distinguish three classes of pleasure with an accuracy of 53, 5% on a test dataset, an improvement of 12, 5% compared to the best result obtained in previous works.
Nejjar, Khadija. "Comportement des parois de soutènement dans un contexte exceptionnel(grande profondeur, formations déformables, environnement sensible). : Application à la gare Fort d'Issy-Vanves-Clamart du Grand Paris Express et comparaison avec les mesures réalisées sur site". Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAI044/document.
Pełny tekst źródłaAs part of the Grand Paris Express project, new subway lines will be created in order to support traffic growth and improve the performance of the transport network in the Ile-de-France region (France). Several stations of the new line 15 will be excavated at great depths up to 40m and supported by strutted retaining walls. The use of a finite element modeling is essential regarding the exceptional context of the project especially the impact on the surrounding structures, the presence of impervious soils, overconsolidated and deformable (Plastic Clay) and the need to use advanced constitutive models to describe the soils behavior in the typical strain ranges proper to rigid retaining walls.This research aims to deepen understanding of the behavior of retaining walls for deep excavations by analyzing the limitations of modelling namely finite element method and subgrade reaction method and by comparing their results with a real monitored excavation. An advanced monitoring based on fiber optic and pressure cells was set up in the station of Fort d’Issy-Vanves-Clamart and the measurements feedback allow assessing the relevance of the different adopted modellings
Yin, Chuantao. "Samcco : un Système d'Apprentissage Mobile Contextuel et Collaboratif dans des Situations Professionnelles". Phd thesis, Ecole Centrale de Lyon, 2010. http://tel.archives-ouvertes.fr/tel-00564488.
Pełny tekst źródłaSlimani, Melki. "Vers un curriculum possible d’une éducation au Politique au travers des Questions d'Environnement et de Développement (QED)". Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTS092.
Pełny tekst źródłaSocial mobilization around environmental and development issues (EDIs) characterizes contemporary human societies. This type of mobilization constitutes a turning point in political life in the age of the anthropocene. In practice, environmental mobilizations are repertoires for informal political education through the learning they develop among the actors involved.Nowadays, international and national educational policy scenes are oriented towards the institutionalization of these environmental mobilizations in non-formal education pedagogical devices or in formal education curricula.The political, in educational content involving EDIs, manifests itself in potentialities for democratic socialization. The latter integrates cognitive socialization (disciplinary and critical) and political socialization. Thus, the political becomes a new object of research in curriculum didactics. This object is characterized by its onto-epistemological thickness or depth including the political potential of the EDIs and their political/anti-political tendency as "underlying strata" of political learning and their potential for democratic socialization..The first case study, which of the contents of education for sustainable development goals (SDG 2030), has the interest of exemplifying the inflection of the political in non-formal education. This case shows a diversity of themes with political and anti-political tendencies, generating political potential and potentialities for socialization rooted in important political learning. This seems to be related to the relaxation of a neutralizing pressure that prevails at the international political level.The second case study, which of the Tunisian curriculum, is interesting to exemplify the inflection of the political in formal education and more precisely in the national curriculum of a country in democratic transition. This case shows a relatively wide diversity of EDIs themes with an anti-political tendency. This diversity generates relatively high political and socialization potential in the prescribed undergraduate curriculum developed in 2015 compared to the prescribed curriculum developed in 2009 and the produced curriculum on the one hand and the secondary education curriculum on the other. This also seems to be related to the relaxation of pressure to neutralize the political in post-2011 Tunisia.In conclusion, this realistic approach, which assumes that the potentialities for democratic socialization in educational content involving EDIs are generated through a structuring "onto-epistemological thickness" of the political in these contents, opens the way for an emancipatory education for the political, which constitutes its critical dimension
Sprang, Sabine van. "Entre réalité et fiction: les festivités du Papegai en 1615 à Bruxelles de Denijs Van Alsloot (1568? - 1625/1626) et de son collaborateur Antoon Sallaert (1594-1650) :Analyse et mise en contexte d'une suite de tableaux commandés par les archiducs Albert et Isabelle". Doctoral thesis, Universite Libre de Bruxelles, 2006. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/210886.
Pełny tekst źródłaSans doute en raison de leur aspect descriptif, les tableaux conservés n'ont jamais été soumis à une analyse qui prenne en compte leur spécificité artistique, la plupart des chercheurs s'étant contentés jusqu'à présent d'examiner les spectacles dépeints dans une perspective historique. La thèse propose dès lors une étude qui non seulement repose sur une analyse des sources écrites et cherche à identifier les motifs représentés, mais aussi explore les composantes formelles, techniques et conventionnelles des peintures. Ceci afin, précisément, de mieux définir le rapport entre l’image donnée et la réalité des faits historiques. Car si les "Festivités" n'ont nullement valeur de reportage, leur raison d’être n’en a pas moins été de témoigner par le menu détail de certains événements. Et c’est très exactement la nature de ce témoignage, formulé avec les moyens propres à la peinture, qui est au cœur du questionnement.
La thèse se compose de deux parties. Dans la première partie, l'attention est portée sur la vie et la production de Denijs van Alsloot en général. Le peintre avait en effet été peu ou mal étudié jusqu’à présent. Or, de toute évidence, une meilleure connaissance de l’ensemble des activités artistiques de Van Alsloot permet d’aborder avec plus de justesse l’étude des "Festivités". Plusieurs éléments de la carrière de l'artiste furent en outre déterminants dans le choix d’Albert et Isabelle de faire appel à ses services pour la réalisation de la série.
La seconde partie se concentre sur l'examen des "Festivités". Le premier chapitre fait le point sur ce que les archives nous apprennent à propos de la commande et de l’historique des peintures originales comme des répliques et des variantes. Le second chapitre analyse la technique et le style de chacun des tableaux. Il vise également à reconstituer les étapes préparatoires dans la réalisation des peintures et à définir la nature des rapports entre les tableaux du point de vue de l’exécution. Une attention particulière est en outre portée à l'intervention comme sous-traitant du peintre Antoon Sallaert (1594-1650).
La signification politique des tableaux constitue le thème du troisième chapitre. Sont étudiés d'abord les circonstances historiques qui amenèrent Isabelle à participer au tir du Grand Serment et la cour à commander la série peinte des "Festivités". Le cadre d’origine des toiles est examiné ensuite, afin de mesurer l’influence potentielle de ce cadre sur la forme et le contenu des œuvres. Car si celles-ci contiennent une foule de renseignements valables sur les célébrations, il n’en demeure pas moins qu’il ne peut s’agir d’images objectives. Les "Festivités" servaient des intentions particulières qui ont amené les artistes à opérer des choix et à soumettre les scènes à des structures iconographiques signifiantes. C’est donc à déchiffrer et à interpréter la "rhétorique de l'image" que la thèse s'attache en dernier lieu.
En définitive, par la réévaluation d'un type particulier d'iconographie politique, l'auteure de la thèse espère contribuer aux travaux toujours plus nombreux sur le rôle de l'image dans l'élaboration du discours princier.
Doctorat en Histoire, art et archéologie
info:eu-repo/semantics/nonPublished
Roy, Mickaël. "La réalité virtuelle pour l'apprentissage des langues : l'influence de l'immersion, de l'interaction et de la présence sur la communication en langue étrangère : une étude exploratoire auprès d'adolescents apprenant le français ou l'allemand". Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAC036.
Pełny tekst źródłaThis doctoral thesis explores virtual reality as a digital environment for language learning, specifically for French or German as a foreign language. The study examines how immersion and interaction in virtual reality generate a sense of presence in the virtual environment and thus contribute to a contextualization of the learning situation.Approximately one hundred pupils from French and German secondary schools tested three immersive environments of the European project EVEIL-3D. After using a foreign language in an immersive serious game, pupils were surveyed on their virtual reality experience. Results show the importance of subjectivity of the experience. This research additionally investigates speaking in the foreign language, language usage strategies, interactivity, physical engagement and how to support the pupils during immersion. Finally, it points out both the drawbacks and opportunities of using virtual reality as a digital environment for language learning
Avomo, Engo Bertille. "Les transitions formation-emploi des jeunes professionnels actifs : une contribution à l'analyse de la representation du métier au cours de la transition dans les contextes du Gabon et de la France". Thesis, Cergy-Pontoise, 2015. http://www.theses.fr/2015CERG0871.
Pełny tekst źródłaIn the current changing environment, the employability devices can help young professionals in adapting to the changes related to institutional practices, as the university has a facilitating role in the inclusion of trainee teachers through the educational training systems already in place. The socialization and professionalization process proposed in our research are similar to the design of Claude Dubar and Perez-Roux (1998 ; 2010 ; 2012) to which professional identity is constructed in a double anticipatory socialization (training) and organizational (insertion) through a systemic approach to the subject lines evolving in different contexts. This identity may be specific to the function performed, notably that of teachers. As part of a double comparative and intercultural approach, the objective of our research proposes to consider these elements of professionalization through a dual objective to analyze and describe the evolution in relation to the work of young professionals during their first-professional insertion. It also aims to describe and analyze the pedagogical teaching systems and practices in France and Gabon with particular attention to the difficulties encountered and described by learners, with a view to inquire the educational construction conditions for for the trainers training in a given cultural context.The study was conducted among four population groups constituted for the first comparative approach from 60 French students from Master 2 Professional and 34 young executives exercising in France on the one hand. For the second comparative approach it is linked to 60 teacher trainees in alternating training in colleges of professorship in France (30 subjects) and (30 subjects) in Gabon. Data collection is based on a descriptive / quantitative approach (Questionnaire) completed by qualitative / analytical approach (open questions, semi-structured interviews). An adaptation of the data collection tools for each population was neccessary. The results bring to light on the one hand the existence a report to flexible working and evolving during the transition between training and employment. Indeed, the confrontation with the reality of the professional world explain a decrease in the report observed at work during the organizational socialization among young professionals. Other hand, the results confirm the existing malaise in Gabonese and French education systems both in terms of the perception of trainees teaching practices at the level of conditions learning material, they describe as inadequate and insecure in different contexts. Learners always claim a real inclusion of the university (change devices). However, teacher professional identity in construction, seems based on a determination and positivism that does not seem shaken by the realities of the environment
Sultana, Razia. "Research on system architecture for device and content independent applications including 3d imaging and virtual reality as content". Thesis, Strasbourg, 2014. http://www.theses.fr/2014STRAD034/document.
Pełny tekst źródłaToday’s network landscape consists of many different network technologies, a wide range of end-devices with large scale of capabilities and power, an immense quantity of information and data represented in different formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices and will increase their diversity and variety. A lot of effort is being made in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including those that are mobile, considering the individual situation of the end user. Till today the research is going on in different parts of the world but the task is not completed yet.The goal of this research work was to find a way to solve the above stated problems by investigating system architectures to provide unconstrained, continuous and personalized access to the content and interactive applications everywhere and at anytime with different devices. As a Solution of the problem considered, a new architecture named “Smoothie” is proposed, developed as prototype and evaluated as an important feature of a collaborative foreign language learning game named LLG