Literatura científica selecionada sobre o tema "Interfaces humain-Machine"
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Artigos de revistas sobre o assunto "Interfaces humain-Machine"
Bouteille-Brigant, Magali. "Les enjeux juridiques des interfaces cerveau-machine". Les Cahiers de la Justice N° 3, n.º 3 (13 de setembro de 2023): 469–81. http://dx.doi.org/10.3917/cdlj.2303.0469.
Texto completo da fonteGiroud, Guillaume. "Toucher l’interface, interfacer le toucher". SHS Web of Conferences 130 (2021): 01003. http://dx.doi.org/10.1051/shsconf/202113001003.
Texto completo da fonteMakaremi, M. "Les enjeux d'une nouvelle interface". Revue d'Orthopédie Dento-Faciale 52, n.º 4 (outubro de 2018): 319–24. http://dx.doi.org/10.1051/odf/2018026.
Texto completo da fonteMpondo-Dicka, Patrick. "Le Markdown, une praxis énonciative du numérique". L'énonciation en acte ou comment la praxis énonciative opère au sein des espaces numériques 8, n.º 2 (28 de janeiro de 2020). http://dx.doi.org/10.25965/interfaces-numeriques.3915.
Texto completo da fonteAmato, Étienne Armand, e Étienne Perény. "Interaction et interactivité". De l’interactivité aux interaction(s) médiatrice(s) 1, n.º 1 (12 de dezembro de 2017). http://dx.doi.org/10.25965/interfaces-numeriques.1315.
Texto completo da fonteMayer, Ariane. "Digital: a love story, de Christine Love ; Intelligence Artificielle et cœur humain à l’épreuve de la littérature numérique". Imaginaires de l'IA 22 (2024). http://dx.doi.org/10.4000/11tfk.
Texto completo da fonteCassier, Olivier. "Fiabilisation des contrôles ultrasons manuels : Le matériel a un rôle à jouer dans l'amélioration du facteur humain". e-journal of nondestructive testing 28, n.º 9 (setembro de 2023). http://dx.doi.org/10.58286/28485.
Texto completo da fonteTeses / dissertações sobre o assunto "Interfaces humain-Machine"
Coutrix, Céline. "Interfaces de réalité mixte : conception et prototypage". Grenoble 1, 2009. http://www.theses.fr/2009GRE10064.
Texto completo da fonteResearch in Human-Computer Interaction explores Mixed Reality Systems for several decades. Mixed interfaces seek to smoothly merge the physical and digital (data processing) environments. Facing a lack of capitalization and help when designing such systems, our work aims at defining a unifying model of interaction with mixed reality systems, capitalizing existing approaches in this domain. This model, called Mixed Interaction Model, allows a designer to describe, characterize and explore interaction techniques. In order to do so, we focuse on physical-digital objects taking part in the interaction with the user. In order to operationalize this interaction model during design and allow designers to realize interactive sketches simultaneously, we developped a prototyping tool. This tool capitalizes the concepts of the Mixed Interaction Model. We conducted conceptual and experimental evaluations, by considering existing validation frameworks and we designed several systems in collaboration with design actors
Bailly, Gilles. "Techniques de menus : caractérisation, conception et évaluation". Grenoble 1, 2009. http://www.theses.fr/2009GRE10062.
Texto completo da fonteMenus are used for exploring and selecting commands in interactive applications. They are widespread in current applications and used by a large variety of users. As a consequence, menus are at the heart of Human-Computer Interaction (HCI) and motivate many studies in HCI. Facing the large variety of designed menu techniques, it is however difficult to have a clear understanding of the design possibilities, to understand the advances as well as to compare existing menu techniques. In this context, this thesis in HCI proposes a design space of menu techniques called MenUA. MenUA is based on a list of criteria that define a coherent framework of design issues for menus. MenUA also helps application designers to make informed design choices and is a support for exploring design alternatives. Stemming from MenUA, we designed, developed and evaluated four menu techniques: Wave menus, Flower menus, Leaf menus and Multi-Touch Menus. Wave menus improve the novice mode of Marking menus by making the navigation within the hierarchy of commands easier. Flower menus increase the menu breadth of Marking menus while supporting good learning performance of the expert mode. Leaf menus are linear menus enriched by stroke shortcuts to facilitate the selection of commands on small handheld touch-screen devices. Finally, Multi-Touch Menus exploit the recent capabilities of multi-touch surfaces in order to allow the users to explore and select commands using the five fingers of the hands
Bouyer, Antoine. "Plateformes et services multimodaux basés sur des interfaces plastiques". Caen, 2010. http://www.theses.fr/2010CAEN2048.
Texto completo da fonteThis thesis brings together two research domains, namely multimodality and plasticity of interfaces. Multimodality allows for the accessing of a system simultaneously through different modes of communication. The realization of such infrastructure is difficult because of the technical and functional diversity of the devices that may be connected. Plasticity defines abstract interfaces that are then converted to different formats. Although these two domains have been studied extensively in the past, no one has, to date, used plasticity to facilitate the design and the development of multimodal services. The work carried out during this thesis was to think through, design, and implement such a platform. This thesis is divided into three parts. The first part describes the existing technology at the beginning of the thesis period. More precisely, we present the state of the art of the two domains. We also discuss the architecture of the PMX platform previously developed and from which we reuse some concepts. The second part deals with our reasoning throughout this study. We have developed two successive multimodal platforms, and we explain in detail the reasons and the issues that have pushed us to improve upon the existing technology. The final section presents the validation and implementation of our work through the different services we have developed and experimented. The market opportunities currently being transferred are also presented
Yang, Yuan. "Analyse de signaux EEG pour des applications grand-public des interfaces cerveau-machine". Electronic Thesis or Diss., Paris, ENST, 2013. http://www.theses.fr/2013ENST0043.
Texto completo da fonteBrain-computer interfaces (BCIs) use signals from the brain to control machines and devices (keyboards , cars, neuro- prostheses) . After several decades of development, modern BCI techniques show a relative maturity compared to the past decades and receive more and more attention in real-world general public applications, in particular in the domain of BCI-based human-computer interactions for healthy people, such as neuro-games. The aim of this thesis is to develop an experimental setup and signal processing algorithms for non-invasive, portable and easy-to-use BCI systems for large public (non-medical) applications. To achieve this goal, a review of the state of the art (existing prototypes and commercial products, experimental setup, algorithms) is first performed to get a full scope and a good understanding in this field. The main contributions of this thesis include: 1) a hybrid BCI paradigm with a few electrodes , 2) dimensionality reduction for multi-channel BCI (with a high number of electrodes ), 3) reduction and selection channel , 4) improved classification for BCI with a few predetermined electrodes. The experimental results show that the methods proposed in this thesis can improve classification performance and / or increase the efficiency of the system ( for example, reduce the learning time, reduce the cost of equipment ) , so as to contribute to BCI for the general applications
Lockner, Damien. "Évaluation émotionnelle des interfaces : vers une proposition de patterns de design contribuant au caractère empathique de la relation humain-machine". Thesis, Aix-Marseille, 2015. http://www.theses.fr/2015AIXM3146.
Texto completo da fonteBeyond usability, the question of the emotion has turned preponderant for application design teams wishing to get differentiated by the quality of use. But despite the important issues, good practices of design for emotion are not or poorly documented.The purpose of this thesis is therefore to contribute to the definition of emotional interface design strategies to create a positive feeling by the users.Two steps are considered:1. the identification of emotional design patterns, through the practices of designers and the related theoretical models;2. the definition of a method of assessment for the previously identified design patterns.Considering hedonomics as a new paradigm succeeding to usability, we propose a synthesis of emotional design patterns structured on the notion of applicative personality. Empathy and sympathy patterns thus appear particularly relevant. In this sense, we propose a variation of hedonomics for the “sympathetic design” of interfaces.A second phase of this work is oriented towards the evaluation of design patterns. We offer a selection of emotion measurement methods adapted to the specificities of an interface use. The conducted experiments allow to propose a method of evaluation of the emotion elicited by the interface design.Finally, we propose alternative or complementary research directions to guide future work towards the definition of recommendations for emotional interface design
Dai, Zheng. "Actionneurs piézo-électriques dans des interfaces homme-machine à retour d'effort". Electronic Thesis or Diss., Lille 1, 2009. http://www.theses.fr/2009LIL10007.
Texto completo da fonteThis research work is interested in the use of travelling wave ultrasonic motor within the framework of a context of force feedback as an alternative choice with regard to the electromagnetic motor which is often used in the haptic domain. So, from a study on the dynamic and mechanical characteristics of the motor USR30, we proposed a global model in GIC who takes into account the intrinsic not linear phenomena in the motor. By inverting this model of GIC, we manage to validate two types of control in force feedback; finally, by presenting the experimental results based of the platform of 1ddl of digitracker, the realization of a virtual environment which includes a virtual spring and a virtual wall becomes possible
Altenburger, Thomas. "Conception d’interfaces adaptatives basée sur l’ingénierie dirigée par les modèles pour le support à la coordination". Electronic Thesis or Diss., Université de Lorraine, 2013. http://www.theses.fr/2013LORR0364.
Texto completo da fonteNowadays, we live in a world of interactions. We are surrounded by electronic devices which tend to complexify user interactions. Moreover, users are now mobile and evolve in ever changing environments. Regarding collaboration, these conditions may inhibit productivity. This PhD aims to propose design methods for user interfaces able to consider the context through the use of adaptive user interfaces. The main contribution of this thesis consists in a model-driven reference framework for the design and the execution of adaptive user interfaces supporting coordination mecanisms (i.e. workflow, group awareness). The proposition is composed of these two facets: A methodologic framework to assist in the design of user interfaces supporting coordination. It consists in the use of iterative modelisation methods for requirements engineering; A technological framework which relies on model-based engineering to allow the generation and execution of adaptive user interfaces. It makes use of widget-based architecture to support group awareness in order to promote coordination
Flamary, Rémi. "Apprentissage statistique pour le signal : applications aux interfaces cerveau-machine". Phd thesis, Rouen, 2011. http://www.theses.fr/2011ROUES044.
Texto completo da fonteBrain Computer Interfaces (BCI) require the use of statistical learning methods for signal recognition. In this thesis we propose a general approach using prior knowledge on the problem at hand through regularization. To this end, we learn jointly the classifier and the feature extraction step in a unique optimization problem. We focus on the problem of sensor selection, and propose several regularization terms adapted to the problem. Our first contribution is a filter learning method called large margin filtering. It consists in learning a filtering maximizing the margin between samples of each classe so as to adapt to the properties of the features. In addition, this approach is easy to interpret and can lead to the selection of the most relevant sensors. Numerical experiments on a real life BCI problem and a 2D image classification show the good behaviour of our method both in terms of performance and interpretability. The second contribution is a general sparse multitask learning approach. Several classifiers are learned jointly and discriminant kernels for all the tasks are automatically selected. We propose some efficient algorithms and numerical experiments have shown the interest of our approach. Finally, the third contribution is a direct application of the sparse multitask learning to a BCI event-related potential classification problem. We propose an adapted regularization term that promotes both sensor selection and similarity between the classifiers. Numerical experiments show that the calibration time of a BCI can be drastically reduced thanks to the proposed multitask approach
Hariz, Mossaab. "Mechanism for handling user interface plasticity in ambient assisted living". Evry, Institut national des télécommunications, 2009. http://www.theses.fr/2009TELE0011.
Texto completo da fonteLe développement rapide des technologies de l'information et de communication ouvre une grande variété de nouveaux services et aides non seulement pour les personnes indépendantes, mais également pour les personnes dépendantes dues à la restriction de physique/cognitive ou les personnes âgées. La combinaison des aides techniques et de la technologie mobile permet à ces gens de tirer bénéfice d'une vie indépendante dans les environnements intelligents ambiants. L'interaction avec l'environnement représente une tâche difficile principalement quand les personnes visées ont des besoins spéciaux (affaiblissement mental ou physique). En effet, l' interaction devrait être faite par une interface facile à utiliser en la facilitant pour accéder à l'environnement et à l'avantage de l'aide. En conséquence, l'interface utilisateur devrait soutenir non seulement des préférences d'utilisateurs mais également des possibilités de ce dernier. En même temps, les différentes plateformes de calcul entourant l’utilisateur sont considérées comme source additionnelle d'hétérogénéité. La conception de l'interface utilisateur dynamique représente une issue ouverte qui devrait être considérée particulièrement en se concentrant sur l'environnement dominant. Le terme " plasticité " est inspiré de la propriété des matériaux qui augmentent et se contractent sous des contraintes normales sans rupture, de ce fait préservant l'utilisation continue. Appliqué à HCI, la plasticité est la capacité d'un système interactif de résister à des variations de contexte d'utilisation tout en préservant la rentabilité. Ce travail de recherches sur le mécanisme de développement de la plasticité et l' adaptation des interfaces utilisateur dans l'espace intelligent ambiant est basé sur une architecture de provision de service. Cette dissertation présente un ensemble de condition pour nécessaire pour manipuler la plasticité comme le contexte, la modélisation de service modelant et la modélisation de d'utilisateur. Nous décrivons un ensemble d'approches et de mécanismes pour le développement et la présentation d'interface utilisateur comment ils nous ont inspirés pour proposer notre modèle pour la plasticité d'interface utilisateur dans les environnements ambiants. En parallèle, nous avons développé une ontologie pour la description du mécanisme d'adaptation comprenant la présentation de service, le profil d'utilisateur et les dispositifs disponibles dans l’environnement. Cette ontologie permet de décrire l'adaptation sémantiquement et produire finalement des interfaces utilisateur adaptées basées sur des règles ontologiques élaboré à partir des investigations d'utilisateurs. L’ensemble du système est incorporé dans une infrastructure logicielle (Framework) afin d’effectuer la validation de l’architecture de fourniture adaptative de service. Cette infrastructure est déployée dans des environnements de vie dans des conditions réelles impliquant les utilisateurs potentiels ainsi que les experts du domaine (ergonomes). Ce déploiement est nécessaire pour l’évaluation et à l’analyse des usages
Giroud, Guillaume. "Sens – Entre – Opérations. Éléments pour une philosophie-interfaces". Electronic Thesis or Diss., Lyon 3, 2023. http://www.theses.fr/2023LYO30019.
Texto completo da fonteSince the 19th century, the disciplinary use of the notion of “interface” has continued to grow. It has also been supported by the development of interfaces in our daily environment, from the “cybernetic moment” (Triclot, Wiener, Engelbart, Licklider, Sutherland, Bush...) to our time (Vial, Turkle, Johnson), marked by the so-called digital revolution. Although the “interface”, as an interactive technical object, is studied by different disciplines (HCI, architecture, design, sociology, media studies...), we intend not only to acknowledge their contributions, but above all to propose a philosophical approach according to the perspective of sense (Chazal, Nancy, Salanskis). Our objective is thus to question the relation between the sense and the interface in order to support a “philosophy-interfaces”, following the “philosophy-screens” (Carbone), itself resulting from the “philosophy-cinema” (Deleuze). We will begin by defending the idea that meaning, distinct from the meaning and non-sense of flow, is conceived as between. We will depart from the traditional conception of philosophy centered on being to think relationally this between (Serres, Nancy, Jullien). As a preposition and pre-position, the between of the inter-face challenges the idea that the interface is a type of being. Since prepositions are defined by their operations (Simondon, Mersch), we will then argue that the interface is an operator of mediation (Mersch, Latour, Aristotle, Alloa), which are characterized by the operations of transir (Neyrat, Jullien), transduce (Simondon) and translate (Cassin, Citton, Jullien, Derrida). Thereafter, we will be interested in its specific modality, namely the “face”. Neither form, nor aspect, the face (a face) is what is made (to face). The inter-face thus consists in technically making faces, that is to say in shaping dividuals (Raunig, Deleuze, Ott), and not in shaping an individual (Aristotle, Arendt) or in carrying out a taking of individualizing form (Simondon, Ingold). We will then deduce the three operations of dividuation of the interface: to control (Hookway, Maxwell, Flusser, Vernant), to modulate (Simondon, Hui, Hookway), and to machine (Deleuze). We will finally be able to deduce the effects of the interface as for the sense: 1) the interface makes it possible to locate the sense between by giving a meaning to the nonsense of the digital, and conversely (Bachimont); 2) it makes sensitive the sense, on the one hand, by approaching it by contact (Nancy) and not by touching it, on the other hand, by insisting on its interfacialization (Sloterdijk, Frontisi-Ducroux) rather than on its “visagéification” (Munster, Deleuze) ; 3) it shapes a meaning that is neither common nor universal, but in common (Nancy), making it distinguishable from the notion of device (Agamben)
Livros sobre o assunto "Interfaces humain-Machine"
Sinha, G. R., e Mridu Sahu. Brain and Behavior Computing. Taylor & Francis Group, 2021.
Encontre o texto completo da fonteSinha, G. R., e Mridu Sahu. Brain and Behavior Computing. Taylor & Francis Group, 2021.
Encontre o texto completo da fonteSinha, G. R., e Mridu Sahu. Brain and Behavior Computing. Taylor & Francis Group, 2021.
Encontre o texto completo da fonteBrain and Behavior Computing. Taylor & Francis Group, 2021.
Encontre o texto completo da fonteBrain and Behavior Computing. Taylor & Francis Group, 2023.
Encontre o texto completo da fonte