Дисертації з теми "Interfaces humain-Machine"
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Coutrix, Céline. "Interfaces de réalité mixte : conception et prototypage." Grenoble 1, 2009. http://www.theses.fr/2009GRE10064.
Повний текст джерелаResearch 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.
Повний текст джерелаMenus 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.
Повний текст джерелаThis 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.
Повний текст джерелаBrain-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.
Повний текст джерелаBeyond 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.
Повний текст джерелаThis 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.
Повний текст джерелаNowadays, 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.
Повний текст джерелаBrain 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.
Повний текст джерелаLe 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.
Повний текст джерелаSince 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)
Han, Han. "Designing Representations for Digital Documents." Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG025.
Повний текст джерелаMillions of users work with documents for their everyday tasks but their user interfaces have not fundamentally changed since they were first designed in the late seventies. Today’s computers come in many forms and are used by a wide variety of users for a wide range of tasks, challenging the limits of current document interfaces. I argue that by focusing on extreme users and taking on a principled perspective, we can design effective and flexible representations to support document-related knowledge work. I first study one of the most common document tasks, text editing, in the context of technical documents. By focusing on legal professionals, one example of extreme document users, we reveal the limits of current word processors. Legal professionals must rely on their memory to manage dependencies and maintain consistent vocabulary within their technical documents. To address these issues, we introduce Textlets, interactive objects that reify text selections into persistent items. We present a proof-of-concept prototype demonstrating several use cases, including selective search and replace, word count, and alternative wording. The observational evaluation shows the usefulness and effectiveness of textlets, providing evidence of the validity of the textlet concept. During my work with legal professionals in the first project, I was introduced to the domain of patent writing and filling. In the patent process, patent attorneys write patent submissions that describe the invention created by the inventor. Patent examiners review the submission and decide whether the submission can be granted as a patent. In collaboration with a European Patent Office, I studied the patent examiners’ search and review process. The study reveals the need to manage text from multiple documents across various interconnected activities, including searching, collecting, annotating, organizing, writing and reviewing, while manually tracking their provenance. I extend Textlets to create Passages, text selection objects that can be manipulated, reused, and shared across multiple tools. Two user studies show that Passages facilitate knowledge workers practices and enable greater reuse of information. These two projects led to another important aspect of knowledge work: file management. I focus on scientists, another example of extreme knowledge workers, to study their document management practices. In an age where heterogeneous data science workflows are the norm, instead of relying on more self-contained environments such as Jupyter Notebooks, scientists work across many diverse tools. They have difficulties using the file system to keep track of, re-find and maintain consistency among related but distributed information. We created FileWeaver, a system that automatically detects dependencies among files without explicit user action, tracks their history, and lets users interact directly with the graphs representing these dependencies and version history. By making dependencies among files explicit and visible, FileWeaver facilitates the automation of workflows by scientists and other users who rely on the file system to manage their data. These three document representations rely on the same underlying theoretical principles: reification, polymorphism and reuse. I reflect on my experience designing and evaluating these representations and propose three new design principles: granularity, individuality and synchronization. Together with the empirical findings from three examples of extreme users, technological demonstration of three proof-of-concept prototypes and three design principles, this thesis demonstrates fresh new approaches to working with documents, a fundamental representation in GUIs. I argue that we should not accept current desktop interfaces as given, and that by taking on a principled and theory-driven perspective we can contribute innovative interface concepts
Nemery, Alexandra. "Elaboration, validation et application de la grille de critères de persuasion interactive." Thesis, Université de Lorraine, 2012. http://www.theses.fr/2012LORR0372.
Повний текст джерелаInterface designer have a constant need to influence users. In any field, interfaces are more and more smart, adaptive and interactive in order to encourage people to change. If ergonomic inspection and usability has long been considered to be a part of the evaluation phase or product design process, persuasive technology has not yet been taken into account. Faced with the lack of validated tool in this area, a set of criteria was elaborated. Following the review of 164 articles on the captology field, a grid of eight criteria was proposed. Following various pre-test and its stabilization, this list of criteria was tested with 30 experts in ergonomics to proceed to its validation. Experience-based identification task called persuasive elements in interfaces; 15 have been chosen. The use of the grid showed that it helped the experts identify 78.8% of persuasive elements. With a Kappa score of 0.76, a strong inter-judges agreement has been demonstrated. Following this validation in the laboratory, a real experience test to prove its effectiveness in the field has also been conducted. Applied in the context of an online survey company, annual use of the criteria increased the number of respondents from 25% to 41% in a population of 897 employees. Finally, intelligence has specific features to the world of professional software
Bazin, Théis. "Designing novel time-frequency scales for interactive music creation with hierarchical statistical modeling." Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS242.
Повний текст джерелаModern musical creation unfolds on many different time scales: from the vibration of a string or the resonance of an electronic instrument at the millisecond scale, through the few seconds typical of an instrument's note, to the tens of minutes of operas or DJ sets. The interleaving of these multiple scales has led to the development of numerous technical and theoretical tools to ease the manipulation of time. These abstractions, such as scales, rhythmic notations, or even usual models of audio synthesis, largely infuse current tools -- software and hardware -- for musical creation. However, these abstractions, which emerged for the most part during the 20th century in the West on the basis of classical musical theories of written music, are not devoid of cultural a priori. They reflect various principles aimed at abstracting away certain aspects of the music (for example, micro-deviations with respect to a metronomic time or micro-deviations of frequency with respect to an idealized pitch), whose high degree of physical variability makes them typically inconvenient for musical writing. These compromises, typically relevant when the written music is intended to be performed by musicians, able to reintroduce variations and physical and musical richness, are however limiting in the context of computer-assisted music creation, with computers coldly rendering these coarse representations abstractions, and they tend to restrict the diversity of the music that can be produced with these tools. Through a review of several typical interfaces for music creation, I show that an essential factor is the scale of the human-machine interactions proposed by these abstractions. At their most flexible level, such as audio representations or piano-roll representations with unquantized time, they prove difficult to manipulate, as they require a high degree of precision, particularly unsuitable for modern mobile and touch terminals. On the other hand, in most commonly used abstractions with discretized time, such as scores or sequencers, they prove to be too constraining for the creation of culturally diverse music that does not follow the proposed time and pitch grids. In this thesis, I argue that artificial intelligence, through its ability to build high-level representations of given complex objects, allows the construction of new scales of music creation, designed for interaction, and thus enables radically new approaches to music creation. I present and illustrate this idea through the design and implementation of three web-based prototypes of music creation assisted by artificial intelligence, one of which is based on a new neural model for the inpainting of musical instrument sounds also designed in the framework of this thesis. These high-level representations -- for sheet music, piano-rolls, and spectrograms -- are deployed at a time-frequency scale coarser than the original data, but better suited to interaction. By allowing localized transformations on these representations but also capturing, through statistical modeling, aesthetic specificities and fine micro-variations of the original musical training data, these tools allow to easily and controllably obtain musically rich results. Through the evaluation of these three prototypes in real conditions by several artists, I show that these new scales of interactive creation are useful for both experts and novices. Thanks to the assistance of AI on technical aspects that normally require precision and expertise, they are also suitable for use on touch screens and mobile devices
Laitano, María Inés. "Le modèle trifocal : une approche communicationnelle des interfaces numériques : Contributions à la conception d'interfaces accessibles." Electronic Thesis or Diss., Paris 8, 2015. http://www.theses.fr/2015PA080025.
Повний текст джерелаObject of study for several disciplines, digital interfaces appear as a heterogeneous object: a human-computer dialogue, a reflection of a mental model, an instrument, a set of semiotic signs ... All these dimensions, addressed individually by disciplinary approaches, have never been gathered in a common paradigmatic framework. This thesis argues that interfaces, as a complex object of study, must be addressed in a framework capable of dealing with this complexity. It proposes to do so by the Systemic Communication Theory and to think about not in terms of interface quality attributes (usability, communicability, conviviality...) but in terms of meanings. This implies a human-centered model and provides an integrated point of view enabling the design of new interfaces as well as their implementation in numerous contexts and sensory modalities.The trifocal model is thus a systemic approach to communication via the interface. It studies the relationships between user and machine, between user and object of his activity and between user and designer, as well as emergent properties of the system. The trifocal model provides an interface description transposable from one modality to another. It allows, on one hand, to study the meaning of non-visual interfaces and, on the other, to translate interfaces from one modality to another. The trifocal model takes a fresh look on designing accessible interfaces since it complements existing methods with new analytical dimensions
Thierry, Benjamin G. "Donner à voir, permettre d’agir. L’invention de l’interactivité graphique et du concept d’utilisateur en informatique et en télécommunications en France (1961-1990)." Electronic Thesis or Diss., Paris 4, 2013. http://www.theses.fr/2013PA040152.
Повний текст джерелаIn the late 1950s, the computer has no user. Computing has customers, designers and servants, but its use has not resulted in the establishment of a direct relationship between the individual and the machine. It was only during the 1960s that appeared the need to equip the first professionals to use of the processing power of the computer. This appearance is historically situated in the civil aviation adminstration and created the first reflections in ergonomics on the role of interfaces in the understanding and use of the device by the user. The computer then finds the opportunity to accelerate its diffusion. From office automation to microcomputing via telematics wich represents a french way for interactivity, this doctoral thesis aims to explain the birth and the role of graphical user interfaces and user concept in the development of interactive devices in french computing and telecommunications
Grizou, Jonathan. "Apprentissage simultané d'une tâche nouvelle et de l'interprétation de signaux sociaux d'un humain en robotique." Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0146/document.
Повний текст джерелаThis thesis investigates how a machine can be taught a new task from unlabeled humaninstructions, which is without knowing beforehand how to associate the human communicative signals withtheir meanings. The theoretical and empirical work presented in this thesis provides means to createcalibration free interactive systems, which allow humans to interact with machines, from scratch, using theirown preferred teaching signals. It therefore removes the need for an expert to tune the system for eachspecific user, which constitutes an important step towards flexible personalized teaching interfaces, a key forthe future of personal robotics.Our approach assumes the robot has access to a limited set of task hypotheses, which include the task theuser wants to solve. Our method consists of generating interpretation hypotheses of the teaching signalswith respect to each hypothetic task. By building a set of hypothetic interpretation, i.e. a set of signallabelpairs for each task, the task the user wants to solve is the one that explains better the history of interaction.We consider different scenarios, including a pick and place robotics experiment with speech as the modalityof interaction, and a navigation task in a brain computer interaction scenario. In these scenarios, a teacherinstructs a robot to perform a new task using initially unclassified signals, whose associated meaning can bea feedback (correct/incorrect) or a guidance (go left, right, up, ...). Our results show that a) it is possible tolearn the meaning of unlabeled and noisy teaching signals, as well as a new task at the same time, and b) itis possible to reuse the acquired knowledge about the teaching signals for learning new tasks faster. Wefurther introduce a planning strategy that exploits uncertainty from the task and the signals' meanings toallow more efficient learning sessions. We present a study where several real human subjects controlsuccessfully a virtual device using their brain and without relying on a calibration phase. Our system identifies, from scratch, the target intended by the user as well as the decoder of brain signals.Based on this work, but from another perspective, we introduce a new experimental setup to study howhumans behave in asymmetric collaborative tasks. In this setup, two humans have to collaborate to solve atask but the channels of communication they can use are constrained and force them to invent and agree ona shared interaction protocol in order to solve the task. These constraints allow analyzing how acommunication protocol is progressively established through the interplay and history of individual actions
Garcia, Pierre. "Conception d'interface tactile innovante pour la simulation d'un bouton sur une surface plane." Electronic Thesis or Diss., Université de Lille (2022-....), 2022. http://www.theses.fr/2022ULILN028.
Повний текст джерелаCurrent human-machine interfaces consist mainly of a touch screen and generally only have visual feedback. This configuration has the advantage of ease of manufacture and versatility, so that it can be found in many use cases. However, paradoxically, these interfaces monopolize the visual attention of users, which is a problem in certain applications, such as the automotive industry. Adding a tactile feedback in addition to the visual feedback could facilitate their use.Methods allowing tactile stimulation on a screen, based on friction modulation, have been developed and implemented in the past. In principle, the finger slides over the surface to give rise to a programmable texture sensation. But to produce a haptic feedback on a static finger remains a challenge. It would allow to produce simulations of buttons, and thus, of a virtual keyboard, usable without necessarily needing the visual feedback.The objective of this thesis is to propose and implement a method allowing haptic feedback on a static finger on a flat surface such as an OLED screen, taking into account the constraints related to industrialization.For this purpose, we propose a new approach, based on the superposition of two deformation modes at ultrasonic frequency, which allows the generation of a lateral force under the finger. By modulating this force according to the user's pressure, a click sensation is produced. The mechanical design, closed-loop vibration control and psychophysical evaluation aspects are addressed, to demonstrate the feasibility of the proposed method. Finally, an original design method is used to apply this approach to a commercial touch screen
Mackamul, Eva. "Étudier l'influence des signifiants visuels pour favoriser la découverte d'interactions tactiles." Electronic Thesis or Diss., Université de Lille (2022-....), 2023. http://www.theses.fr/2023ULILB045.
Повний текст джерелаDiscoverability of interactions is a core component of successful user interaction yet it is almost systematically dismissed by interface designers and researchers. This is not surprising given the variety of associated concepts that are inconsistently defined, and the consequent lack of clarity on how to address these problems. In my thesis I emphasise the importance of interaction discoverability and investigate whether visually signifying the availability of inputs improves their discovery using commercial touch-based devices as the test case.I examine usage and definitions of discoverability as well as related concepts and offer clarifications where definitions are ambiguous while highlighting focus areas and limitations. To examine the circumstance of initial interactions and discovery more structurally, I then propose a conceptual framework of relevant impacting factors. I consider how individual components interrelate and reflect on how they can be used to promote discoverability. Concentrating on the factor `visibility' on the system side of the framework, I examine the potential of added visual signifiers in mobile touch-based interfaces through two projects.First I examine how the availability in-place single finger inputs such as `Tap', `Dwell', `Double Tap' and ‘Force Press' can be communicated through added visual signifiers in the context of buttons. I propose a design space of visual signifier characteristics. Combining these characteristics, I generated 36 designs and investigated their perception in an online survey and an interactive experiment. The results suggest that visual signifiers increase the perception of input possibilities beyond `Tap', and reduce perceived mental effort for participants, who also prefer added visual signifiers over a baseline. This work informs how future touch-based interfaces could be designed to better communicate in-place one finger input possibilities.Second, I explore the viability of transient interaction hints during animated transitions between UI screens to improve the discovery of swipe-revealed hidden widgets (swhidgets). To do so, I adapt three established transition patterns to include visual depictions of the swhidgets. I then study how noticeable the transitions are at different durations (750ms, 1000ms). Results suggest substantial variation in noticeability between participants. Subsequently, I explore the impact on the discoverability of interactions with two types of transition (Container Transform, Panels) and a baseline and find that transitions do not significantly impact the use of swhidgets. This may suggest that temporary interaction hints are not comprehended in a task context if they do not coincide with a need for the interaction in question.These projects highlight the potential of improving discoverability of interaction through visual signifiers in the interface while demonstrating that there are limitations of when visual signifiers impact the perceived affordance of interaction possibilities
Alexandra, Nemery. "Elaboration, validation et application de la grille de critères de persuasion interactive." Phd thesis, Université de Metz, 2012. http://tel.archives-ouvertes.fr/tel-00735714.
Повний текст джерелаHong, Jiayi. "Machine Learning Supported Interactive Visualization of Hybrid 3D and 2D Data for the Example of Plant Cell Lineage Specification." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG006.
Повний текст джерелаAs computer graphics technologies develop, spatial data can be better visualized in the 3D environment so that viewers can observe 3D shapes and positions clearly. Meanwhile, 2D abs- tract visualizations can present summarized information, visualize additional data, and control the 3D view. Combining these two parts in one interface can assist people in finishing complicated tasks, especially in scientific domains, though there is a lack of design guidelines for the interaction. Generally, experts need to analyze large scientific data to finish challenging tasks. For example, in the biological field, biologists need to build the hierarchy tree for an embryo with more than 200 cells. In this case, manual work can be time- consuming and tedious, and machine learning algorithms have the potential to alleviate some of the tedious manual processes to serve as the basis for experts. These predictions, however, contain hierarchical and multi-layer information, and it is essential to visualize them sequentially and progressively so that experts can control their viewing pace and validation. Also, 3D and 2D representations, together with machine learning predictions, need to be visually and interactively connected in the system.In this thesis, we worked on the cell lineage problem for plant embryos as an example to investigate a visualization system and its interaction design that makes use of combinations of 3D and 2D representations as well as visualizations for ma- chine learning. We first investigated the 3D selection interaction techniques for the plant embryo.The cells in a plant embryo are tightly packed together, without any space in between. Traditionaltechniques can hardly deal with such an occlusion problem. We conducted a study to evaluate three different selection techniques, and found out that the combination of the Explosion Selection technique and the List Selection technique works well for people to get access and observe plant cells in an embryo. These techniques can also be extended to other similar densely packed 3D data. Second, we explored the visualization and interaction de- sign to combine the 3D visualizations of a plant embryo with its associated 2D hierarchy tree. We designed a system with such combinations for biologists to examine the plant cells and record the development history in the hierarchy tree. We support the hierarchy building in two directions, both constructing the history top-down using the lasso selection in 3D environment and bottom-up as the traditional workflow does in the hierarchy tree. We also added a neural network model to give predictions about the assignments for biologists to start with. We conducted an evaluation with biologists, which showed that both 3D and 2D representations help with making decisions, and the tool can inspire insights for them. One main drawback was that the performance of the machine learning model was not ideal. Thus, to assist the process and enhance the model performance, in an improved version of our system, we trained five different ML models and visualized the predictions and their associated uncertainty. We performed a study, and the results indicated that our designed ML representations are easy to understand, and that the new tool can effectively improve the efficiency of assigning the cell lineage
Hamon-Keromen, Arnaud. "Définition d'un langage et d'une méthode pour la description et la spécification d'IHM post-W. I. M. P. Pour les cockpits interactifs." Toulouse 3, 2014. http://thesesups.ups-tlse.fr/2590/.
Повний текст джерелаWith the advent of new technologies such as the iPad, general public software feature richer and more innovative interfaces. These innovations are both on the input layer (e. G. Multi-touch screens) and on the output layer (e. G. Display). These interfaces are categorized as post-W. I. M. P. Type and allow to increase the bandwidth between the user and the system he manipulates. Specifically it allows the user to more quickly deliver commands to the system and the system to present more information to the user enabling him managing increasingly complex systems. The large use in the general public and the level of maturity of these technologies allows to consider their integration in critical systems (such as cockpits or more generally control and command systems). However, the software issues related to these technologies are far from being resolved judging by the many problems encountered by users. While the latter may be tolerated for gaming applications and entertainment, it is not acceptable in the field of critical systems described above. The problem of this thesis focuses specifically on the development of methods, languages, techniques and tools for the design and development of innovative and reliable interactive systems. The contribution of this thesis is the extension of a formal notation: ICO (Interactive Cooperative Object) to describe in a complete and unambiguous way multi-touch interaction techniques and is applied in the context of multi-touch applications for civilians aircrafts. We provide in addition to this notation, a method for the design and validation of interactive systems featuring multi-touch interactions. The mechanisms of these interactive systems are based on a generic architecture structuring models from the hardware part of the input devices up to the application part for the control and monitoring of these systems. This set of contribution is applied on a set of case studies, the most significant being an application for weather management in civilian aircrafts
Saavedra, Ruiz Carolina Verónica. "Méthodes d'analyse et de débruitage multicanaux à partir d'ondelettes pour améliorer la détection de potentiels évoqués sans moyennage : application aux interfaces cerveau-ordinateur." Electronic Thesis or Diss., Université de Lorraine, 2013. http://www.theses.fr/2013LORR0138.
Повний текст джерелаBrain-Computer Interfaces (BCI) are control and communication systems which were initially developed for people with disabilities. The idea behind BCI is to translate the brain activity into commands for a computer application or other devices, such as a spelling system. The most popular technique to record brain signals is the electroencephalography (EEG), from which Event-Related Potentials (ERPs) can be detected and used in BCI systems. Despite the BCI popularity, it is generally difficult to work with brain signals, because the recordings contains also noise and artifacts, and because the brain components amplitudes are very small compared to the whole ongoing EEG activity. This thesis presents new techniques based on wavelet theory to improve BCI systems using signals' similarity. The first one denoises the signals in the wavelet domain simultaneously. The second one combines the information provided by the signals to localize the ERP in time by removing useless information
Wang, Zhaoguang. "Interactive project review of deformable parts through haptic interfaces in Virtual Reality." Phd thesis, Rennes 1, 2011. http://www.theses.fr/2011REN1S048.
Повний текст джерелаThe main goal of this thesis is to extend the pre-computation approach toward the design validation of deformable mechanical parts to investigate the trade-off issue between the deformation accuracy and the interaction performance. The key idea is to conceive techniques treating the off-line pre-computations and the on-line haptic interactions. Particularly, we develop a real-time deformation simulation framework by proposing a two-stage method combining an off-line phase and an on-line phase. During the off-line phase, we compute deformation spaces based on the modal analysis. The off-line pre-computations contribute to the modeling of a costless real-time deformation model which is suitable for haptic interactions. Furthermore, we propose an off-line mesh analysis method to pre-compute modal deformation spaces regarding the anticipated deformation evaluation scenarios. A real-time switch among these different spaces is developed so that the on-line deformation computations can focus on degrees of freedom where are necessary. During the on-line phase, we divide the real-time deformation computation process into two separate modules which are implemented on different threads to ensure the real-time haptic interaction performance. One module is dedicated to the haptic update task, which is implemented by extracting a sub-matrix from the pre-computed modal matrix, while the other module is dedicated to the deformation computation and visualization task. To verify the proposed method in the thesis, we carry out interaction experiments by interacting with different models with an increasing complexity. Experimental results show that our method can efficiently handle the trade-off issue, as the deformation modeling is formulated by the finite element method which guarantees the deformation accuracy. And moreover, the heavy computations of large elastic systems are occurred off-line which assure a costless deformation response model in real-time
Donato, Pablo. "Deep Inference for Graphical Theorem Proving." Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAX015.
Повний текст джерелаProof assistants are software systems that allow for the precise checking of mathematical reasoning. They can be general purpose (like Coq, Lean, Isabelle...) or more specialized like EasyCrypt. They enable a level of accuracy which certifies that no error can occur, but remain difficult to use. We propose a new paradigm for constructing formal proofs through actions performed in a graphical user interface (GUI), in order to enable a more comfortable and intuitive use. Dubbed Proof-by-Action, our paradigm builds upon direct manipulation principles, combining both old (Proof-by-Pointing) and new (Proof-by-Linking) interaction techniques that exploit recent advances in deep inference proof theory. We implement the paradigm in a web-based GUI called Actema, which we subsequently integrate into the Coq proof assistant by developing the coq-actema plugin. We then explore a series of deep inference proof systems that give more structure to the notion of logical goal. These systems share the ability to represent goals in two alternative ways: either textually through a standard inductive syntax, or graphically using a metaphorical notation well-suited to direct manipulation. The first family of systems, called bubble calculi, is a topological reformulation of the theory of nested sequents. It allows for efficient sharing of hypotheses and conclusions among subgoals, facilitating the factorization of both forward and backward proof steps. The second system, called flower calculus, is an intuitionistic refinement of C. S. Peirce's theory of existential graphs. It is thus purely diagrammatic: there are no symbolic connectives involved in the representation of logical statements. Both types of systems are shown to be analytic and fully invertible, making them amenable to proof automation techniques. We finally go back to practical experimentation by designing and implementing the Flower Prover, another web-based GUI for interactive proof building based on the flower calculus. An innovative feature of the Flower Prover is that it works well on modern mobile devices, thanks to its responsive layout and first-class support for touch interactions
Lathuilière, Fabienne. "Interface humain-machine de détection visuelle de la posture de la main." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape8/PQDD_0015/MQ53586.pdf.
Повний текст джерелаMarache-Francisco, Cathie. "Gamification des interactions humain-technologie : représentation, conception et évaluation d’un guide pour la gamification des interfaces." Thesis, Université de Lorraine, 2014. http://www.theses.fr/2014LORR0365.
Повний текст джерелаGamification is the process of using game elements in professional digital systems, elements which are tailored to users’ profiles in order to increase their motivation and commitment with an emphasis on appealing, even amusing, interactions. This digital interface design modality questions ergonomics, especially when applied to professional contexts. Gamification needs to be defined, designed for and evaluated. Furthermore, the mechanism behind user commitment and the meaning of gamification needs to be carefully considered. The first experiment analyzes the perception of gamification by designers. They have to identify the ludic parts of gamification interfaces and then to categorize it. Two dimensions are identified: cosmetic and involvement. The second experiment analyzes the perception of gamification by end users through a comparison between gamified and non gamified versions of an interface. Analyses reveal that gamification has a primary impact, which affects positively the interaction, and an unwanted secondary impact. Then, a design guide is created which consists of a description of the design process and a toolbox (main principles, decision trees, design grid). It is validated through a third experiment: subjects, split into two groups (with / without the guide) are asked to gamify a system. The results show that the guide favors fluidity, flexibility, novelty and details. To conclude, this work provides conceptual details as well as a discussion about the ideological part of gamification and the psychological techniques, which are used to commit and motivate as well as to persuade, change behavior and control. Finally, next steps for research are suggested
Cattan, Oralie. "Systèmes de questions-réponses interactifs à grande échelle." Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG090.
Повний текст джерелаInformational search has evolved with our need for immediacy and intuitiveness into a form of natural language querying, no longer solely focused on the use of relevant keywords. The study of these interactions raises major issues in the field of machine understanding with regard to the contextualization of questions. Indeed, questions are rarely asked in isolation. Grouped together, they form a dialogue that is built and structured over the course of the conversation. In the following series of questions: “How much does a hotel room cost in Montreal? », « how to prepare a Basque cake », « what are black bees? », « do they sleep? », the interpretation of some questions depends on the questions and answers previously asked. In this context, designing an interactive question-answering system capable of sustaining a conversation that is not limited to a simple succession of sporadic questions and answers constitutes a challenge in terms of contextual modeling and high-performance computing. The evolution of intensive computing techniques and solutions, the availability of large volumes of raw data (in the case of unsupervised learning) or enriched with linguistic or semantic information (in the case of supervised learning) have allowed machine learning methods to experience significant development, with considerable applications in the industrial sector. Despite their success, these domain and language models, learned from a massive amount of data with a large number of parameters, raise questions of usability and today appear less than optimal, given the new challenges of digital sobriety. In a real business scenario, where systems are developed rapidly and are expected to work robustly for an increasing variety of domains, tasks and languages, fast and efficient learning from a limited number of examples is essential. In this thesis we deepen each of the aforementioned issues and propose approaches based on the knowledge transfer from latent and contextual representations to optimize performance and facilitate a cost-effective large-scale deployment of systems
Chevelu, Jonathan. "Production de paraphrases pour les systèmes vocaux humain-machine." Phd thesis, Université de Caen, 2011. http://tel.archives-ouvertes.fr/tel-00603750.
Повний текст джерелаOrliac, Charlotte. "Modèles et outils pour la conception de Learning Games en Réalité Mixte." Phd thesis, INSA de Lyon, 2013. http://tel.archives-ouvertes.fr/tel-00952892.
Повний текст джерелаMubarak, Oussama. "Designing and Modeling Collective Co-located Interactions for Art Installations." Electronic Thesis or Diss., Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1170.
Повний текст джерелаWith works such as Kinoautomat by Radúz Činčera, SAM - Sound Activated Mobile by Edward Ihnatowicz, and Glowflow by Myron Krueger, artists have deployed, as early as the 1960s, art installations engaging novel situations of collective co-located interaction, i.e involving multiple or even many spectators interacting in the same place via and with a digital apparatus. The number of those works has continued to increase since the beginning of the 21st century, taking advantage of the new opportunities offered by advances in real-time computer vision technologies and the advent of ubiquitous computing marked by the multiplication and interoperability of mobile computing devices. While experiences in this area are more and more frequent, they have not yet been the subject of structured analysis and, even less, of proposals for dedicated tools and design methods. How can we, nowadays, conceive such interactive art installations whose intrinsic complexity involves questions of the technical, social, cognitive and aesthetic order? This dissertation draws on previous work in the fields of human-computer interaction (HCI), computer-supported cooperative work (CSCW), and interactive arts research with the aim of increasing our knowledge of the challenges faced both by art practitioners and participants in such collective interactive installations, and, beyond, the designers of apparatus in a promising future. A set of tools and guidelines are proposed when designing collective co-located interactions for digital art installations. First a classification system is developed centered on the most decisive aspects that allow the emergence of a collective experience. Two distinct approaches are then explored to find the bases of a graphical modeling language for the design and analysis of such apparatus. Build on top of Petri nets, the second approach supports modeling the spatial and material resources of an installation, as well as the human-machine, human-human and human-machine-human interactions. The investigations conducted for this research have required laying particular emphasis on the conditions - whether spatial, material, or human - which affect the ability for participants to co-construct a common aesthetic experience in the absence of orchestration or a preannounced goal to be achieved. While this singular approach primarily concerns interactive arts, it may be relevant to a wide range of research communities, including, and foremost, that of HCI, as well as CSCW, New Interfaces for Musical Expression (NIME), interaction design, and even culture, museography in particular
Hérisson, Joan. "Représentation spatiale et exploration virtuelle des génomes : une approche globale pour l'analyse des éléments architecturaux des séquences." Paris 11, 2004. http://www.theses.fr/2004PA112147.
Повний текст джерелаDNA sequences are often represented by a succession of four nucleotides: A, C, G and T. Even if this representation allows to study the linguistics and syntax of DNA sequences, it remains textual, local and monodimensional and does not provide any visual, local nor spatial information. However, DNA is a three-dimensional structure forming a double helix which can bend and create long distance interactions. The aim of this thesis is to propose a new approach of the genomic sequences in order to enrich classic analyses with three-dimensonal criteria. The modelling of these 3D DNA sequences is based on a biophysical model of spatial conformation of DNA. Such a representation raises problematics both in computer science - concerning Virtual Reality for scene management, interaction, data representation and associated algorithms - and in Bioinformatics of genomes. These different aspects, which form the pluridisciplinary nature of this thesis, have been treated through the software program tool ADN-Viewer that I have developed. Two directions have been taken during this work and should endure after this thesis. The first one is to come close as much as possible to the DNA biological reality. Our work represents a very first step in this sense and has to be enriched by new criteria of spatial conformation and by the integration of biological partners of DNA. The second direction is to exploit the three-dimensional structure of DNA as a representation among others to explore, treat and analyze the biological content of sequences
Krishna, Sooraj. "Modelling communicative behaviours for different roles of pedagogical agents." Electronic Thesis or Diss., Sorbonne université, 2021. http://www.theses.fr/2021SORUS286.
Повний текст джерелаAgents in a learning environment can have various roles and social behaviours that can influence the goals and motivation of the learners in distinct ways. Self-regulated learning (SRL) is a comprehensive conceptual framework that encapsulates the cognitive, metacognitive, behavioural, motivational and affective aspects of learning and entails the processes of goal setting, monitoring progress, analyzing feedback, adjustment of goals and actions by the learner. In this thesis, we present a multi-agent learning interaction involving various pedagogical agent roles aiming to improve the self-regulation of the learner while engaging in a socially shared learning activity. We used distinct roles of agents, defined by their social attitudes and competence characteristics, to deliver specific regulation scaffolding strategies for the learner. The methodology followed in this Thesis started with the definition of pedagogical agent roles in a socially shared regulation context and the development of a collaborative learning task to facilitate self-regulation. Based on the learning task framework, we proposed a shared learning interaction consisting of a tutor agent providing external regulation support focusing on the performance of the learner and a peer agent demonstrating co-regulation strategies to promote self-regulation in the learner. A series of user studies have been conducted to understand the learner perceptions about the agent roles, related behaviours and the learning task. Altogether, the work presented in this thesis explores how various roles of agents can be utilised in providing regulation scaffolding to the learners in a socially shared learning context
Marion, Damien. "Sharing big display : développement des technologies et métaphores d'interactions nouvelles pour le partage collaboratif d'affichage en groupe ouvert." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0924/document.
Повний текст джерелаScreens have invaded our daily life. Amongst them, large displays are becoming increasingly present in public places. Sometimes, a few interaction are proposed to the users, but most of the time they are simply used as static displays. So, how to interact with these large displays and especially how to allow multi-user interactions? Of course, we have to define rules for collaboration: what we have to do if several people consult the same information at the same time? How to allow a newcomer to become aware of what there is to see when users have already "transformed" the display by their current use?First, our work consisted in testing instrumented multi-user interactions, based on a head tracking system, during a collaborative information seeking task, on a large display. In this part, we have highlighted the importance of the concept of "floating vision". Then, our research focused on the development of a head tracking system allowing intuitive interactions, without needing neither a special equipment nor individual calibration. Our system supports several users (up to six) simultaneously interacting with individualized information on a large display. Finally, we present the study of performance gain within a context of multi-user competitive consultation of information. We compare the benefit of an adaptive display (information move in front of users who are focusing on them), with a standard display. This study is based on user experience (UX) analysis. Thus, we were able to identify the first recommendations about interaction metaphors allowing intuitive interactions with a large display in an open group context.This research was devoted to highlighting the feasibility, interest and proposition of initial orientations concerning the design of multi-user interactions with large public displays based on a head tracking technique
Beka, Be Nguema Marius. "Comportement de l'opérateur humain face à une situation dégradée et imprévue : contribution à la réalisation d'une interface homme-machine tolérante à certaines erreurs humaines." Valenciennes, 1994. https://ged.uphf.fr/nuxeo/site/esupversions/3e915137-f166-4513-adfd-f97943c83baf.
Повний текст джерелаNóbrega, Germana Menezes da. "Une approche dialectique à la formation de théories : aspects conceptuels, formels et pragmatiques dans le cadre de l'apprentissage humain." Montpellier 2, 2002. http://www.theses.fr/2002MON20096.
Повний текст джерелаDermouche, Soumia. "Leveraging the dynamics of non-verbal behaviors : modeling social attitude and engagement in human-agent interaction." Electronic Thesis or Diss., Sorbonne université, 2019. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2019SORUS271.pdf.
Повний текст джерелаSocial interaction implies exchange between two or more persons, where they adapt their behaviors to each others. With the growing interest in human-agent interactions, it is desirable to make these interactions natural and human like. In this context, we aimed at enhancing the quality of the interaction between users and Embodied Conversational Agents ECAs by (1) endowing the ECA with the capacity to express social attitudes, such as being friendly or dominant depending its role or relationship with its interaction partners; (2) adapting the agent's behavior according to the user's behavior, hence, the conversation partners influence each others through an interaction loop, thus, enhancing the interaction quality; (3) predicting the user's engagement level and adapting the agent's behavior accordingly. We take advantage of the recent advances in machine learning, more specifically, temporal sequence mining and neural networks to model these capacities in the ECA. The first model is used to learn relevant patterns (sequences) of non-verbal signals that best represent attitude variations, and then reproduce them on the agent. The latter is used to encompass the dynamics of non-verbal signals. Two use cases have been explored using the well-known LSTM model: agent's behavior adaptation based on both agent's and user's behavior history, and user's engagement prediction based on his/her own behavior history. The implemented models and algorithms have been validated through a number of perceptive studies as well as through rigorous quantitative analysis of the obtained results. In addition, the realized models have been integrated into a virtual-agent platform
Astrand, Elaine. "Real-time readout of neural contents in visual perception and selection in the non-human primate." Thesis, Lyon 1, 2014. http://www.theses.fr/2014LYO10215.
Повний текст джерелаThe field of invasive Brain Machine Interfaces (iBMI) has during the last ten years proven its enormous potential in restoring movements in paralyzed patients. The present doctoral thesis introduces a new dimension to this field by using complex cognitive behavior to drive an iBMI. In this respect, visual processes including spatial attention and perception are of special interest. This thesis project has three principal objectives: first, show the feasibility of decoding cognitive information in an offline setup. Second, evaluate the decoding of cognitive information in a real time experimental setup and third, investigate the impact of this setup in a changing environment, this both from the perspective of driving real time brain-Machine interfaces and that of understanding distributed populational neuronal codes. In line with the first objective of this thesis, an evaluation of several different classification techniques has been carried out in order to choose the best suited method for reading out cognitive information. The study provides evidence that visual information can be read out with similar performance as cognitive information. This study is the first study aiming at explicitly comparing the read out of sensory and cognitive information. The two last objectives of the present thesis are carried out on data from a new real-Time experimental setup. First we demonstrate the feasibility of real-Time readout of spatial attention and perception and we bring about a novel understanding about these two cognitive processes. Second, we show that in a changing environment, remarkable reconfigurations of prefrontal neural populations occur under certain contexts while left unaffected by other contexts. This Ph.D. thesis has taken the field of cognitive brain-Machine interfaces one step further by establishing the impact on spatial attention and perception of a changing environment. Facing the many neurological and neurodegenerative pathologies existing today, this thesis provides a steady ground for the continuation of research in this area
Pacurar, Ecaterina. "NetUniversité, une plate-forme basée sur IMS LD, pour la conception de cours en ligne dans le cadre du projet CEPIAH (Conception et Evaluation des Polycopiés Interactifs pour l'Apprentissage Humain)." Compiègne, 2005. http://www.theses.fr/2005COMP1582.
Повний текст джерелаOur work is a contribution to the research activity on the Software Environments for the Human Learning. Ln this general context we are interested particularly on the software environments of support to the design and the evaluation of online courses. Our assumption is that an environment that integrates tools for the design and the management of courses helps the teachers (or creators of learning course) on the one band, to reflect more on their practices of teaching and, on the other band, to adapt their methods in a context of remote formation. Ln the first part of our work, we conceived a method of support to the design and the evaluation of interactive courses. Then, in order to help the teachers not having competences in web development to conceive and to develop their online course, we created an authoring web environment, named netUniversité, composed mainly of three parts: a generator of course structures, a course editor and a component used to administrate the courses and the participants registered with these courses. The system uses the IMS Learning Design standard to represent the pedagogical flow of the courses. After a first validation, the results obtained are rather promising, because aIl the teachers appreciated the utilisation of netUniversité, considering that it is easily accessible even for those inexperienced or reserved in using this type of tools
Luong, The Nhan. "Modélisation centrée utilisateur final appliquée à la conception d'applications interactives en géographie : une démarche basée sur les contenus et les usages." Phd thesis, Université de Pau et des Pays de l'Adour, 2012. http://tel.archives-ouvertes.fr/tel-00775888.
Повний текст джерелаLuong, The Nhan. "Modélisation centrée utilisateur final appliquée à la conception d'applications intéractives en géographie : une démarche basée sur les contenus et les usages." Thesis, Pau, 2012. http://www.theses.fr/2012PAUU3034/document.
Повний текст джерелаThe starting point of this thesis is to deal with the difficulties encountered in the TEL community for designing educational applications exploiting geographic information. Ultimately, it is to provide a new framework allowing for the operational design of geographic Web applications for experts in the domain (and particularly for teachers). The scientific proposal is based on a design process driven by contents and interaction. It is operationalized on a framework called WINDMash offering designers a visual environment for simply specifying and immediately evaluating interactions. The unified model for describing geographic Web applications has three parts: one for representing geographic contents, one for displaying them on a graphical user interface (GUI) and one for describing the behaviour of the application using a visual language whose graphical formalism is based on the UML diagram sequence. Using Model-Driven Engineering (MDE) techniques, the WINDMash framework can automatically generate the code of the final application based on the instances of three parts of the unified model. The WINDMash framework used for this the WIND API (Web INteraction Design) that we programmed. Designers can thus rapidly prototype geographic Web applications corresponding to their needs
Ringard, Jeremy. "Un modèle de conception dédié à l'interaction collaborative colocalisée." Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2011. http://tel.archives-ouvertes.fr/tel-00645026.
Повний текст джерелаNkunzimana, Gérard. "Interactions humain-machine et différences culturelles : l'utilisabilité Bantu comparée." Thèse, 2008. http://hdl.handle.net/1866/6611.
Повний текст джерела