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Статті в журналах з теми "Blockchains – Dans les jeux vidéo"
Gagnon, Benoît. "La violence dans les jeux vidéo et leurs effets : qu’en pensent les joueurs ?" Criminologie 45, no. 2 (January 25, 2013): 133–55. http://dx.doi.org/10.7202/1013723ar.
Повний текст джерелаGailledrat, L., and B. Rocher. "La place de la famille dans l’addiction aux jeux vidéo : à propos d’une enquête sur le groupe Entourage au CHU de Nantes." European Psychiatry 28, S2 (November 2013): 7. http://dx.doi.org/10.1016/j.eurpsy.2013.09.017.
Повний текст джерелаHess, Emmanuelle. "nouvelles représentations des minorités dans les Jeux vidéos : enjeux et significations." ALTERNATIVE FRANCOPHONE 2, no. 8 (January 15, 2021): 65–82. http://dx.doi.org/10.29173/af29412.
Повний текст джерелаLeroux, Yann. "Métapsychologie de l'immersion dans les jeux vidéo." Adolescence 79, no. 1 (2012): 107. http://dx.doi.org/10.3917/ado.079.0107.
Повний текст джерелаGray, Garry C., and Tomas Nikolakakos. "The Self-Regulation of Virtual Reality: Issues of Voluntary Compliance and Enforcement in the Video Game Industry." Canadian journal of law and society 22, no. 1 (April 2007): 93–108. http://dx.doi.org/10.1017/s0829320100009133.
Повний текст джерелаTer Minassian, Hovig, Samuel Rufat, Samuel Coavoux, and Vincent Berry. "Comment trouver son chemin dans les jeux vidéo ?" Espace géographique 40, no. 3 (2011): 245. http://dx.doi.org/10.3917/eg.403.0245.
Повний текст джерелаGilson, Gaël. "Des jeux vidéo en classe et des élèves aux manettes." Médiations et médiatisations, no. 2 (November 15, 2019): 29–53. http://dx.doi.org/10.52358/mm.vi2.76.
Повний текст джерелаCadieux, Stéphanie. "Collections de jeux dans les bibliothèques collégiales et universitaires." Documentation et bibliothèques 56, no. 3 (March 11, 2015): 113–19. http://dx.doi.org/10.7202/1029122ar.
Повний текст джерелаDonard, Véronique, and Éric Simar. "Les dieux vidéo. De la dimension spirituelle adolescente dans les jeux vidéo." Adolescence T.31 4, no. 4 (2013): 815. http://dx.doi.org/10.3917/ado.086.0815.
Повний текст джерелаCasado Valenzuela, Alicia. "Los universales de localización." Babel. Revue internationale de la traduction / International Journal of Translation 65, no. 5 (December 20, 2019): 678–95. http://dx.doi.org/10.1075/babel.00118.val.
Повний текст джерелаДисертації з теми "Blockchains – Dans les jeux vidéo"
Besançon, Léo. "Interopérabilité des Systèmes Blockchains." Thesis, Lyon, 2021. https://tel.archives-ouvertes.fr/tel-03789639.
Повний текст джерелаBlockchains are a disruptive technology. They enable an ecosystem for decentralized applications with interesting properties: transaction transparency, application auditability or censorship resistance. It has applications in various fields, such as finance, healthcare or video games. It has evolved a lot since its creation in 2008, and presents numerous perspectives. However, the field faces many challenges, in particular a lack of interoperability at several levels: between projects on a same Blockchain, between different Blockchains, or between Blockchains and other systems. One important aspect of Blockchain systems interoperability is semantic interoperability. It relies on formal definitions of the related concepts. Another challenge is the design of decentralized Blockchain applications. These applications integrate Blockchain technology, but also other services that satisfy the constraints of the application that Blockchain is not suitable for. However, it is complex to choose the most suited Blockchain service for a given application. With this PhD work, we propose a framework that can improve interoperability for decentralized Blockchain applications. We achieve this with the design of a methodology and a Blockchain ontology that help formalize the concepts related to an application. This framework is validated in the context of Blockchain video game development. It is a complex use case, as it needs to share storage intensive data and satisfy the latency constraints
Hogue, Julien-Pierre. "L'imaginaire du genre dans les jeux vidéo." Master's thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/69484.
Повний текст джерелаThis study examines the social representations of gender in popular video games, with a special focus on the narrative role of the characters, the sexual division of labour in social imaginary, the intersectionality, the imagery of gendered bodies, and the personality traits. Consequently, the objective of this study can be illustrated by the following question: what is the state of social imaginary of gender in video games? Previous studies were not able to correctly tackle the complexity of the question, either because the data collection only considered video games superficially or the social scientist started with the assumption that the best way to understand representations of gender was to study the gamers themselves. The purpose of this study is to approach cultural productions in a direct and holistic fashion. This will allow the exploration of the current representations of gender in thegaming community, particularly the ones that seem normal or “natural” that can go unnoticed when using another method. Hence, 46 video games were considered and played wholly, which resulted in a total of 950 different characters that were studied. This study will allow a better understanding of gender in popular imaginary of video games, and to consider the challenge to reduce the inequalities between the sexes.
Bélanger-Gagnon, Charles-Érick. "L'induction du sentiment de présence dans le jeu vidéo." Master's thesis, Université Laval, 2010. http://hdl.handle.net/20.500.11794/21388.
Повний текст джерелаAmoussou-Guenou, Yackolley. "Gouvernance des biens communs dans les blockchains." Electronic Thesis or Diss., Sorbonne université, 2020. http://www.theses.fr/2020SORUS043.
Повний текст джерелаBlockchains are one of the most appealing technologies over the last years, both for scientists and for the general public. Blockchains are distributed ledgers that aim to offer transparency, integrity and many more advantages over their centralised counterparts. Blockchains were “revealed” and became popular thanks to the creation and rise of the cryptocurrency Bitcoin. Over the years, blockchain technologies become more and more popular with an exceptional peak in 2017. Blockchains are becoming mainstream technologies, as there is an observatory for blockchains established by the European Commission, blockchain forums in many countries, blockchain start-ups are flourishing, scientific conferences are discussing the topic, and even some scientific conferences are now specifically dedicated to the technology, etc. The blockchain technology promises, thanks to its integrity and transparency properties to be useful and interesting in various domains, and not only for financial systems. However, many questions and doubts float around it. Is it environmentally viable? Is the technology even ensuring its promises? Can they be used in real-life settings, etc. In this thesis, using the lens of distributed systems, we study and define the properties of committee-based blockchains and their fairness; that definition allows formalising and helping correct one of the most used blockchain of that class. Furthermore, adding lenses from game theory, we propose a methodology to analyse the rational behaviours of participants in a blockchains system. Using that methodology, we show, under different mechanisms of rewards, the necessary conditions needed to ensure the blockchain properties
Ammouche, Selim. "Énigme et énigmatique dans les jeux vidéo ˸ jouer avec le sens." Thesis, Sorbonne Paris Cité, 2019. http://www.theses.fr/2019USPCA007.
Повний текст джерелаEnigmas are one of the main obstacles of video games. If some genres require solving puzzles, most games also vary the challenges they face their player with by proposing problems to solve. If the confrontation against enemies or the crossing of platforms seem to be defined elements in video games studies, enigmas introduce a new problem. It is indeed a figure older than video gaming which presents itself through various forms and generates various effects. Faced with such a profusion, a study of video game enigmas should focus on the two poles of the problem: enigma as a figure – rupture it causes in the player's understanding of the game – and the enigmatic effect which, although without any formal enigma, instills a doubt as to the interpretation of the video game experience. On the one hand, a figural analysis of video games must be done while looking back at the evolution of the figure and the major questions (metaphor, mimesis) that it reformulates by operating in a specific way through video game apparatus. On the other hand, enigma and enigmatic and at the core of a consideration of videogame communication devoted to the effects of the game on the player, and also of a poetical consideration since one must reflect on the importance of the effectiveness and the creative force that the player seeking solutions conveys. The great enigmatic structures that develop through video games and can be found in enigmas (such as quest) will shed light on the understanding of the experience of meaning which is at the heart of these hermeneutic issues. While considering enigma as a figure, we draw attention to the fundamental communication matter that that the study of the video game discourse between the game and its player constitutes
Malla, Osman Zahen. "L'attention comme vecteur d'ajustement de la difficulté dans les jeux vidéo." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1031/document.
Повний текст джерелаIn this thesis, we study attention evaluation methods and their application to the management of difficulty within the context of video games. The consideration of attentional processes plays an important role in the development of human-computer interfaces. The disruption of these attentional processes can be used symmetrically as a variable for adjusting game difficulty. Our first approach was to measure user reaction time, which we did in the context of a serious game. By analyzing the trajectories of a mouse cursor controlled by the player, our approach allows us to detect abnormal reaction time values. This led us to consider how the amount of information displayed on screen could alter player performance. Our second approach, therefore, was to measure the effects produced by variations in the field of view of the virtual camera in a 3D first-person game. Finally, we studied how the distribution of user attention across multiple devices for the execution of a simple task could affect performance relative to the use of a single device. This study showed that the use of two devices in parallel causes a significant increase in difficulty
Veneri, Olivier. "Architecture d'un intergiciel pour la création sonore dans les jeux vidéo." Paris, CNAM, 2009. http://www.theses.fr/2009CNAM0673.
Повний текст джерелаLorsqu'un compositeur écrit de la musique pour un media linéaire comme le cinéma il nous propose un début et une fin entre les deux un parcours sonore défini qui doit accompagner ce qui se passe à l'écran. Le compositeur connaissant l'enchaînement et la date de tous les évènements. Il peut ainsi construire son oeuvre en fonction de se savoir. Le sound designer d'un jeu vidéo, ne possède généralement pas d'autant de certitudes lors de la composition sonore du jeu. Celui-ci doit penser son oeuvre comme une structure dynamique devant être intégrée dans le jeu et devant s'adapter aux états de ce dernier, états qu'il aura préalablement identifiés afin d'être soulignés auditivement. Cette mise en relation entre le système de jeu et le système son ayant pour but de renforcer l'immersion du joueur ainsi que la cohérence de l'univers de jeu. Cette approche dynamique, temps-réel, de la création sonore impose au sound designer d'adapter et de penser sa production musicale afin que celle-ci puisse remplir son rôle dans le cadre du jeu. Pour rendre cela possible, les outils de conception sonore doivent tenir compte des spécificités de l'écriture sonore pour le jeu video et par conséquent permettre aux sound designer de définir des processus temps-réel calculant un résultat sonore, en se reposant sur une logique musicale et des processus de synthèse sonore, en fonction des états de jeu. Ces outils doivent permettre l'intégration d'une bande son dynamique, jusqu'à son matériau musical même, en se basant éventuellment sur des techniques audio procédurales. Cette approche dynamique doit permettre la création d'univers sonore riche mais aussi de faciliter la production des jeux actuelles dont la complexité ne cesse de croître. Dans ce contexte les problématiques liés aux contenus procudéraux deviennent de plus en plus centrale et ce dans tous le domaine de la création vidéoludique (animation, graphisme,. . . )
Dupuy-Fromy, Serge. "Les jeux vidéo dans la société française : des années 1970 au début des années 2000." Thesis, Paris Est, 2012. http://www.theses.fr/2012PEST0010/document.
Повний текст джерелаThis thesis is to study video games in France. Thirty years of existence, this new leisure appeared commercially in the mid-1970s in the United States, became a real industry in the same way as film or music.Its emergence and development go hand in hand with the beginnings and the development of computing leisure and public computers with the game is one of the elements determinant of their success.We will thus examine everything that relates to this industry, its economy (market players, trade policy), various gaming machines and games (design, genres, themes). We will analyze players, their profiles, their tastes as well as the French press and the various events (exhibitions, contests, competitions) related to this media.We will also talk about influences and inspirations of the video game, on the relationship of the arts and other recreation. On the other hand, we will mention the obstacles encountered and the charges to the video games (violence, disease, isolation) as well as their political dimension and vision and action policies and Governments on this industry.In short, the purpose of such a topic is to understand and to explain this new type of leisure, but also reflect on the meaning that has its development and how it is representative of the evolution of French society over the past thirty years
Bélanger-Gagnon, Jean-François. "La conjonction de la narrativité et de la performativité dans le jeu vidéo." Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/26894/26894.pdf.
Повний текст джерелаCador, Delcourt Mathilde. "L'addiction aux jeux vidéo : une activité auto-érotique ? : approche des fonctions du jeu vidéo dans l’économie psychique des joueurs." Toulouse 2, 2007. http://www.theses.fr/2007TOU20051.
Повний текст джерелаThe increasingly early and extended practice of video games seems to lead the researchers towards the study of its bonds and its effects on the gamers according to four principal axes: modifications of social relations-ship, relation between real and virtual, violence and addiction. The alarming consequences related to an abuse lead us to privilege the analysis of video game addiction, by including the support of game, under the angle of the functions of this activity in the psychic economy of gamers in order to succeed, in the future, with the proposal for adapted therapeutic solutions. The population comprises 52 gamers: 25 old from 15 to 17 years, 27 of more than 18 years; 27 in high phase of play and 25 in low phase. The tools used are SCL-90-R, EAJV, TCA and KAPP. The results indicate that, in our population, video game can be found as an activity of use and temporary addictif installation in the gamers having a neurotic structure of the personality, and as a significant addictive activity at those having a borderline organization. The support of game, which can be invested symbolically by the gamers, can give place to an addiction that maximizes the total level of addiction. The video games can have, in the psychic economy of the gamers, autoerotic and self-medication functions. The best activities of replacement to this practice seem to be, according to gamers', those which have an anal and phallic symbolic
Книги з теми "Blockchains – Dans les jeux vidéo"
Perraton, Charles, Magda Fusaro, and Maude Bonenfant, eds. Socialisation et communication dans les jeux vidéo. Presses de l’Université de Montréal, 2011. http://dx.doi.org/10.4000/books.pum.8994.
Повний текст джерелаMarcus and Philippe Kieffer. Nos jeux vidéo 70-90 : De la raquette de Pong au racket dans GTA, l'irrésistible ascension des jeux vidéo. Hors Collection, 2011.
Знайти повний текст джерелаLacombe, Marc. Nos jeux vidéo 90-2000 : De la raquette de Pong au racket dans GTA, l'irrésistible ascension des jeux vidéo. Hors Collection, 2014.
Знайти повний текст джерелаComment la télé et les jeux vidéos apprennent aux enfants à tuer. Jouvence, 2003.
Знайти повний текст джерелаЧастини книг з теми "Blockchains – Dans les jeux vidéo"
Leroux, Yann. "Les jeux vidéo dans les psychothérapies psychanalytiques." In Médiations numériques : jeux vidéo et jeux de transfert, 31. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0031.
Повний текст джерелаLeroux, Yann. "Le jeu vidéo comme miroir dans la relation thérapeutique." In Médiations numériques : jeux vidéo et jeux de transfert, 137. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0137.
Повний текст джерелаSylla, Arnaud. "Machinarium, un jeu vidéo pour mettre du jeu dans l’impasse." In Médiations numériques : jeux vidéo et jeux de transfert, 183. ERES, 2019. http://dx.doi.org/10.3917/eres.haza.2019.01.0183.
Повний текст джерелаBerry, Vincent, Manuel Boutet, Isabel Colón de Carvajal, Samuel Coavoux, David Gerber, Samuel Rufat, Hovig Ter Minassian, Mathieu Triclot, and Vinciane Zabban. "Les jeux vidéo dans les modes d’habiter." In La fin du Game ?, 11–23. Presses universitaires François-Rabelais, 2021. http://dx.doi.org/10.4000/books.pufr.20147.
Повний текст джерелаVirole, Benoît. "La technique des jeux vidéo en psychothérapie." In Subjectivation et empathie dans les mondes numériques, 31. Dunod, 2013. http://dx.doi.org/10.3917/dunod.tisse.2013.01.0031.
Повний текст джерелаTrémel, Laurent. "Les combats dans les jeux de rôles et les jeux vidéo :." In Arts martiaux et jeux vidéo. Quel rapport à la culture ?, 61–114. Presses de l'Université Laval, 2019. http://dx.doi.org/10.2307/j.ctv1h0p0wp.6.
Повний текст джерелаDuret, Christophe. "Écosystème transtextuel et jeux de rôle participatifs en environnement virtuel : le sociogramme de « l’ordre naturel » dans les jeux de rôle goréens." In Jeu vidéo et livre, 205–27. Presses universitaires de Liège, 2018. http://dx.doi.org/10.4000/books.pulg.2745.
Повний текст джерелаAnglade, Laurent. "La représentation de l’Antiquité dans les jeux vidéo dits historiques." In Antiquipop. MOM Éditions, 2018. http://dx.doi.org/10.4000/books.momeditions.3356.
Повний текст джерелаBerry, Vincent, Manuel Boutet, Isabel Colón de Carvajal, Samuel Coavoux, David Gerber, Samuel Rufat, Hovig Ter Minassian, Mathieu Triclot, and Vinciane Zabban. "Chapitre 7. Peut-on mourir (d’ennui) dans les jeux vidéo ?" In La fin du Game ?, 151–68. Presses universitaires François-Rabelais, 2021. http://dx.doi.org/10.4000/books.pufr.20177.
Повний текст джерелаBernard, Olivier. "La place des arts martiaux dans la culture vidéoludique." In Arts martiaux et jeux vidéo. Quel rapport à la culture ?, 1–60. Presses de l'Université Laval, 2019. http://dx.doi.org/10.2307/j.ctv1h0p0wp.5.
Повний текст джерела