Дисертації з теми "Modèle humain virtuel"
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Billon, Ronan. "Modèle d’interaction gestuelle entre humain et acteur de synthèse dans un contexte de théâtre virtuel." Brest, 2010. http://www.theses.fr/2010BRES2026.
Повний текст джерелаThis work takes place in the general framework of communication and interaction in virtual reality environment. We are particularly interested in the nonverbal communication between humans and autonomous virtual actor. We position our work in the field of gesture interaction that is as natural as possible. Then, our problematic is to perceive and recognize a gesture or a sequence of gestures in realtime. In this context, we search to implement an effective model of gesture recognition. There are currently difficulties on the analysis of dynamic gestures. All studies from the state of the art described in this thesis refer all on the transcription of gestures into symbols. An effective recognition system should respond to: quick and easy learning stage; real-time recognition; automatic segmentation of the flow of movements; scalability of the database. To our knowledge, no system meet all these characteristics simultaneously. Our proposal is to base our model on gesture signature. This summerize the essence of the gesture. We show that using a compression technique based on PCA and a proper geometric adjustement we can compute a representation containing the information needed to characterize the gesture and faciitate the comparison with the observation of real-time flow. We introduce a new technique for segmenting the real-time flow based on the combination of the signature and an agent model. We applied our work, with success, on laboratory conditions evaluations and then in front of an audience in a play based on a Capoeira script in a theater
Taoum, Joanna. "MEMORIA, un Modèle de rEprésentation de la MémOire de l'appRenant pour les systèmes tutoriels Intelligents et Adaptatifs." Thesis, Brest, 2018. http://www.theses.fr/2018BRES0117/document.
Повний текст джерелаIn this thesis, we present MEMORIA, a model of the learner’s memory representation for adaptive and intelligent tutoring systems. The main contribution of this model is a formalization and an implementation of the learner's model using memories that store the information perceived by the learner in a virtual environment and the instructions given by the tutor. The design of our model is based on the four classic components of an intelligent tutorial system.The domain model is represented by the domain knowledge that is formalized using MASCARET. In order to make the interactions between the tutor and the learner natural, we represent the interface model through an embodied conversational agent using GRETA. The learner's model is made of all the knowledge acquired by the learner during the simulation. This knowledge is organized into three memories: sensory memory, working memory, and long-term memory. Our major challenge is to formalize the encoding of information in these memories, as well as the data flow between them.This formalization is based on the theory of human memory proposed by Atkinson and Shiffrin and inspired by the cognitive architecture ACT-R. Our proposed tutor model focuses on the realization of a behavior that adapts the execution of the pedagogical scenario according to the learner's knowledge and the interactions with the tutor. An experimental study was conducted to validate our model. We compared two groups of participants. In the first group, we integrated an adaptive tutor using our model which adapts the execution of the pedagogical scenario and in the second group, a non-adaptive tutor who applied a fixed pedagogical scenario. The results of this study allow us to conclude on the effectiveness of our model for procedural learning
Vedel, Charlotte. "Increasing lifting performances : Biomechanics for an optimized training." Electronic Thesis or Diss., Lyon, INSA, 2023. http://www.theses.fr/2023ISAL0054.
Повний текст джерелаMore than sports, weightlifting and powerlifting are widely used in fitness/resistance training for sport performance. As they both consist of lifting additional weights they must be well executed to avoid injuries and enhance fitness and performance. To date, pieces of advice from experienced or graduated or self - proclaimed coaches, swarm in gyms and on the web, but very little are based on scientific knowledge. The same technical instructions are often given to men and women with different anthropometry and training history. As they are not individualized, these instructions could be at best suboptimal for most athletes, not enabling them to express their full potential and, at worst, dangerous and causing injuries. The central objective of our project is the development and validation of an optimised personalized virtual human model. On the one hand, a virtual mechanical model of an athlete squatting was numerically designed and set into motion by the development of a genetic algorithm minimizing a cost function. On the other hand, an experiment was designed to measure the squat kinematics of experienced athletes. The results of the simulation and experimentation were then confronted, the differences explained and areas of improvement listed
Kouyoumdjian, Alexandre. "Sélection de cibles en mouvement : contexte, modèles, et paradigmes d'aide à la sélection." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS606/document.
Повний текст джерелаThe selection of moving targets has received little attention in the literature, as the factors that influence motion are numerous and complex. Though models such as Fitts’ Law can estimate selection time for static targets, they fail to do so for moving ones, and the influence of a target’s movements on its associated selection performance remains to be determined. Here we propose a state of the art of moving target selection techniques, a taxonomy thereof, as well as a classification of moving targets and their environments. We propose a model for the description and generation of movement, a use it to extract essential motion parameters from moving targets, in order to estimate their selection difficulty. This model (SFA) includes speed (S), the period between each change in direction and its associated frequency (F), as well as the maximum angular amplitude of these changes (A).Thanks to the SFA model, we measured the influence of these parameters on selection performance, the subjective impressions of users, and their anticipation strategies. These results led us to look for SFA dependent criteria, such as the area of the target’s trajectory’s convex hull over a given period of time, which can predict selection performance. We note that Fitts’s distance has little influence on selection performance for quick, unpredictable moving targets, and validate our estimate of selection performance by showing that this estimate can be used to improve selection performance by adjusting the size of targets accordingly, or by using it to bias an intention prediction heuristic. We also assess the benefits of pseudo-haptic assistance coupled with intention prediction, and show that it depends on the speed accuracy trade-off chosen by a given user. We finally show that a technique based on the manual elimination of distractors running concurrently with intention prediction allows for excellent selection performance, and drastically reduced physical effort. We conclude by offering advice on the design of new selection techniques that would be better suited to moving targets
Fleury, Cédric. "Modèles de conception pour la collaboration distante en environnements virtuels distribués : de l'architecture aux métaphores." Phd thesis, INSA de Rennes, 2012. http://tel.archives-ouvertes.fr/tel-00765338.
Повний текст джерелаStevens, Brett. "Physically augmenting reality : human-computer interaction with projection-augmented models." Thesis, University of Portsmouth, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247495.
Повний текст джерелаChamaret, Damien. "Plate-forme de réalité virtuelle pour l'étude de l'accessibilité et de l'extraction de lampes sur prototype virtuel automobile." Phd thesis, Université d'Angers, 2010. http://tel.archives-ouvertes.fr/tel-00540899.
Повний текст джерелаBenabbou, Azzeddine. "Génération dynamique de situations critiques en environnements virtuels : dilemme et ambiguïté." Thesis, Compiègne, 2018. http://www.theses.fr/2018COMP2432.
Повний текст джерелаOur work is related to dynamic generation of critical situations in virtual environments. We focus on two particular types of critical situations: dilemmas and ambiguous situations. The challenge of this work is to generate automatically these situations using models that are not intended to describe dilemmas and ambiguous situations. A dilemma is defined as a situation that includes a difficult choice. It refers to a situation where individuals have to choose between two, or more, inconvenient options. Ambiguity refers to situations that can be interpreted in different ways. In the context of this thesis, we propose a formal model for the two notions that is inspired by humanities and social sciences. Using this formalization, we propose a set of algorithms and generation technics that use knowledge models — manipulated by domain experts — that are not intended to describe dilemmas and ambiguous situations. The use of these models enables the generation engine to infer new knowledge used to extract the entities (e.g. actions, events, objects) that can potentially produce situations that meet the properties defined in the dilemma and ambiguity formalization. In order to propose a content adapted to each learner, it is necessary to take into consideration the value system of each person in the dilemma generation process. Thus, we propose to operationalize the theory of universal values of Schwartz. Concerning the ambiguity, it is necessary to take into account the level of knowledge of the learner regarding the world variables. Thus, we propose to model the mental representation of the learner. In order to consider the uncertainties in this representation, we propose to use the belief functions theory that is well-suited for this matter
Duval, Thierry. "Models for design, implementation and deployment of 3D Collaborative Virtual Environments." Habilitation à diriger des recherches, Université Rennes 1, 2012. http://tel.archives-ouvertes.fr/tel-00764830.
Повний текст джерелаSilva, Sahra Karolina Gomes e. "Um modelo de avaliacão da percepção de tridimensionalidade para sistemas de realidade virtual estereoscópicos." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-09022017-153737/.
Повний текст джерелаThree-Dimensional immersive virtual environments are often used as support for training strategies or education conducted in real environments. Stereoscopic techniques such as anaglyph, shutter glasses and polarized glasses can offer a sense of immersion in these virtual environments. There is a growing interest in research how humans perceive space and interact in virtual environments, investigating how components of immersive systems affect different understanding of space in virtual reality systems. This perception is important for various tasks, such as moving objects and identify structures that require interpretation and understanding of space information. This scenario is a challenge regarding the establishment of models to measure, independently of the application, the perception of three-dimensionality provided by the stereoscopic techniques cited. This master project defines and validates an extensible model able to evaluate the three-dimensionality perception in different virtual reality systems with stereoscopy that involves objects manipulation. The scope of this study was defined with a systematic review that identified methods and parameters used to assess stereoscopic environments. To achieve the objectives of this study, experiments was conducted as the basis to define the model. The results of the experiments indicated that the model developed is able to set a verdict about three-dimensionality perception provided by a stereoscopic technique and assist decision-making regarding the use of stereoscopic techniques in VR systems
Aranda, Avila Fermin, and Hernández-Carrillo José María González. "Strategy to assess workstation ergonomics using virtual models of production." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20207.
Повний текст джерелаEl, Jed Mehdi. "Interactions sociales en univers virtuel : Modèles pour une interaction située." Phd thesis, Université Paul Sabatier - Toulouse III, 2006. http://tel.archives-ouvertes.fr/tel-00144856.
Повний текст джерелаDans notre approche, chaque utilisateur contrôle son propre avatar (représentation de l'utilisateur dans l'environnement virtuel) et peut prendre des décisions selon ses propres perceptions, son expertise et historique. La problématique de recherche devient donc d'offrir une solution pour maintenir un contexte d'interaction 'riche' lors de la collaboration.
Nous proposons des solutions qui permettent d'enrichir l'interaction sociale en univers virtuel. D'une part, l'interface proposée permet aux interactants d'exploiter leurs références indexicales (par exemple pointer de la main des objets de l'univers, orienter le regard vers une direction, etc.). D'autre part, notre modèle d'interaction sociale permet de produire automatiquement des comportements chez les avatars qui soient pertinents par rapport au contexte de l'interaction (par exemple distribuer le regard vers ses interlocuteurs, regarder les autres avatars en marchant, effectuer des expressions gestuelles en parlant, etc.).
Nous proposons également un modèle émotionnel pour simuler les états internes des personnages virtuels en interaction.
Ces modèles s'intègrent dans une architecture multi-agents capable de fusionner de façon 'réaliste' les actions intentionnelles décidées par l'acteur humain et les comportements non-intentionnels (produits par le modèle d'interaction sociale) comme les gestes, postures, expressions émotionnelles qui dépendent du contexte dans lequel évoluent les avatars.
Fu, Michael J. "Computational Models and Analyses of Human Motor Performance in Haptic Manipulation." Case Western Reserve University School of Graduate Studies / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=case1301929982.
Повний текст джерелаRéau, Manon. "Importance des données inactives dans les modèles : application aux méthodes de criblage virtuel en santé humaine et environnementale." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1251/document.
Повний текст джерелаVirtual screening is widely used in early stages of drug discovery and to build toxicity prediction models. Commonly used protocols include an evaluation of the performances of different tools on benchmarking databases before applying them for prospective studies. The content of benchmarking tools is a critical point; most benchmarking databases oppose active data to putative inactive due to the scarcity of published inactive data in the literature. Nonetheless, experimentally validated inactive data also bring information. Therefore, we constructed the NR-DBIND, a database dedicated to nuclear receptors that contains solely experimentally validated active and inactive data. The importance of the integration of inactive data in docking and pharmacophore models construction was evaluated using the NR-DBIND data. Virtual screening protocols were used to resolve the potential binding mode of small molecules on FXR, NRP-1 et TNF⍺
Guevara, Perez Sonia. "Developpement par éléments finis d'un modèle virtuel personalisable de la mandibule humaine comme un outil de simulation biomécanique en sciences dentaires." Thesis, Aix-Marseille, 2019. http://www.theses.fr/2019AIXM0576.
Повний текст джерелаThe determining factors of biomechanical characteristics in the human mandible are the properties of the tissues and its external and internal geometry. Non-invasive procedures to predict accurately the mandible stress and strains under mechanical loads are important in a variety of dental situations. The finite element models shows a good ability to evaluate the geometric, mechanical and functional relations on the mandible. Despite recent advances, the design of numerical models still has limitations: the lack of knowledge of the mechanical properties of all tissues, the integral design of the models and the possibility of personalization of these, taking into account the anatomical, morphological, physiological and biological variability of individuals. The present work aims to define a model of finite elements of the jaw that can be modeled according to the particular anatomical and morphological conditions of an individual, in order to accurately predict the mechanical and biological responses of the mandible against loads or mechanical stimuli that affect them. The definition of the parameters relevant to obtaining the appropriate simulation models will enable an in silico assessment of any specific patient responses to dental treatments, in particular in dental implantology, taking into account the morphological variability of the mandible with dental losses. . The objective of this research is the geometrical and mechanical parametrization of an EF model of a mandible, integrating the anatomical particularities of an individual and allowing predicting with precision, the mechanical responses to dental treatments
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 джерелаFONTANA, Federico. "Physics-based models for the acoustic representation of space in virtual environments." Doctoral thesis, Università degli Studi di Verona, 2003. http://hdl.handle.net/11562/342240.
Повний текст джерелаThis work deals with the simulation of virtual acoustic spaces using physics-based models. The acoustic space is what we perceive about space using our auditory system. The physical nature of the models means that they will present spatial attributes (such as, for example, shape and size) as a salient feature of their structure, in a way that space will be directly represented and manipulated by means of them.
Guébert, Christophe. "Suture en chirurgie virtuelle : simulation interactive et modèles hétérogènes." Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2010. http://tel.archives-ouvertes.fr/tel-00561061.
Повний текст джерелаFalcón, Cisneros Javier Antonio. "Simulación por elementos finitos y validación de un modelo virtual de la columna lumbar humana." Universidad Nacional de Ingeniería. Programa Cybertesis PERÚ, 2008. http://cybertesis.uni.edu.pe/uni/2008/falcon_cj/html/index-frames.html.
Повний текст джерелаLala, Divesh. "The design and implementation of dynamic interactive agents in virtual basketball." 京都大学 (Kyoto University), 2015. http://hdl.handle.net/2433/199434.
Повний текст джерелаRousset, Elisabeth. "Peinture numérique sur modèles 3D en usage récréatif." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAM008/document.
Повний текст джерелаCreating digital 3D scenes is attractive for the general public. However, even if hardware and financial constraints tend to disappear, the creation of 3D content remains a difficult task for novice users. Indeed, 3D modeling software is complex and requires a long learning process that is not suitable for recreational use. The purpose of this work is to contribute to the democratization of digital 3D creation by the study and design of human-computer interactions that are appropriate to novice users.We focus on the 3D painting task: digital painting on 3D models. We analyze the problem according to three axes: stylus interaction, navigation inside the 3D scene, and the combination of both painting and navigation. We first present a state of the art regarding the techniques of 3D painting and 3D navigation as well as their possible combinations. We also survey the existing input devices for 3D painting.We then present our three main contributions. A first experiment allows us to evaluate the effect of the directness of interaction on the 3D painting task. The study reveals that direct interaction leads to the drawing of higher quality line segments than indirect interaction. Next, we propose new interaction techniques for rotating around 3D objects. They are evaluated through another experiment that reveals the importance of a new criterion that we introduce: surjection. Finally, we present an evaluation of various combinations of 3D navigation and 3D painting interaction techniques. This study reveals that a bimanual interaction combining touch and stylus is the most appropriate for digital painting on 3D models by novice users.Our work, considered with other efforts that aim at simplifying 3D modeling, indicates that digital 3D creation for the general public is within reach
Boucaud, Fabien. "Un agent touchant : modélisation du toucher social dans les interactions humain-agent en environnement immersif." Thesis, Compiègne, 2021. http://www.theses.fr/2021COMP2666.
Повний текст джерелаDespite the current abilities of our communication technologies, they remain unable to completely counterbalance feelings of isolation and loneliness. Social touch is essential to human well-being and allows us to develop and strenghten our relationships. It is also powerful channel of emotional communication. This thesis work is aimed at endowing artificial agents with social touch abilities. Whether they are robotic or virtual artificial agents represent new kinds of social entities and are already equipped with many interactional modalities (speech, gestures, facial expressions, etc.). Endowing them with touching abilities could further enhance their abilities to communicate emotions and to bond with humans. More specifically, our main research question is to determine when and how to touch a human is meaningful, autonomous and respectful way. To answer this question, we propose a theoretical structure and a functional implementation of a touching agent, able to dynamically interact with a human in real-time in an immersive environment. We describe a perception module to detect the human’s behaviour, a decision model able to take coherence and acceptability of touch into account, and a haptic interface (SOFTLY) that can be used in the immersive setup to generate haptic feedback. Evaluations of this framework are discussed and hightlight that its abilities are promising, althought there are still clear avenues of improvement for the model
Dutton, James Allen. "Developing articulated human models from laser scan data for use as avatars in real time networked virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA397086.
Повний текст джерелаThesis advisors: Bachmann, Eric ; Yun, Xiaoping. "September 2001." Includes bibliographical references (p. 47-49). Also Available online.
Zheng, Jianming, and 鄭建明. "VR interfaces for conceptual design using geometric modeling techniques." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31241396.
Повний текст джерелаZheng, Jianming. "VR interfaces for conceptual design using geometric modeling techniques /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B24735978.
Повний текст джерелаWang, Zhaoguang. "Interactive project review of deformable parts through haptic interfaces in Virtual Reality." Phd thesis, Université Rennes 1, 2011. http://tel.archives-ouvertes.fr/tel-00608499.
Повний текст джерелаDecker, Summer J. "The Human in 3D: Advanced Morphometric Analysis of High-Resolution Anatomically Accurate Computed Models." Scholar Commons, 2010. http://scholarcommons.usf.edu/etd/3525.
Повний текст джерелаMalik, Muhammad Usman. "Learning multimodal interaction models in mixed societies A novel focus encoding scheme for addressee detection in multiparty interaction using machine learning algorithms." Thesis, Normandie, 2020. http://www.theses.fr/2020NORMIR18.
Повний текст джерелаHuman -Agent Interaction and Machine learning are two different research domains. Human-agent interaction refers to techniques and concepts involved in developing smart agents, such as robots or virtual agents, capable of seamless interaction with humans, to achieve a common goal. Machine learning, on the other hand, exploits statistical algorithms to learn data patterns. The proposed research work lies at the crossroad of these two research areas. Human interactions involve multiple modalities, which can be verbal such as speech and text, as well as non-verbal i.e. facial expressions, gaze, head and hand gestures, etc. To mimic real-time human-human interaction within human-agent interaction,multiple interaction modalities can be exploited. With the availability of multimodal human-human and human-agent interaction corpora, machine learning techniques can be used to develop various interrelated human-agent interaction models. In this regard, our research work proposes original models for addressee detection, turn change and next speaker prediction, and finally visual focus of attention behaviour generation, in multiparty interaction. Our addressee detection model predicts the addressee of an utterance during interaction involving more than two participants. The addressee detection problem has been tackled as a supervised multiclass machine learning problem. Various machine learning algorithms have been trained to develop addressee detection models. The results achieved show that the proposed addressee detection algorithms outperform a baseline. The second model we propose concerns the turn change and next speaker prediction in multiparty interaction. Turn change prediction is modeled as a binary classification problem whereas the next speaker prediction model is considered as a multiclass classification problem. Machine learning algorithms are trained to solve these two interrelated problems. The results depict that the proposed models outperform baselines. Finally, the third proposed model concerns the visual focus of attention (VFOA) behaviour generation problem for both speakers and listeners in multiparty interaction. This model is divided into various sub-models that are trained via machine learning as well as heuristic techniques. The results testify that our proposed systems yield better performance than the baseline models developed via random and rule-based approaches. The proposed VFOA behavior generation model is currently implemented as a series of four modules to create different interaction scenarios between multiple virtual agents. For the purpose of evaluation, recorded videos for VFOA generation models for speakers and listeners, are presented to users who evaluate the baseline, real VFOA behaviour and proposed VFOA models on the various naturalness criteria. The results show that the VFOA behaviour generated via the proposed VFOA model is perceived more natural than the baselines and as equally natural as real VFOA behaviour
Dumas, Cédric. "Un modèle d'interaction 3D : Interaction Homme-Machine et Homme-Homme dans les interfaces 3D pour le TCAO Synchrone." Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 1999. http://tel.archives-ouvertes.fr/tel-00402247.
Повний текст джерелаDans les réunions de petits groupes médiatisées, nous avons constaté les limites des interfaces 2D habituelles, et des solutions utilisant la vidéo pour établir une coopération. Nos travaux portent sur une nouvelle organisation de l'espace de travail, en trois dimensions. Il a fallu pour cela développer un système d'interaction, des couches les plus basses aux primitives d'interaction de haut niveau, afin de créer un modèle cohérent et complet, permettant d'interagir sur les documents partagés de la réunion, et avec ses interlocuteurs. Ce modèle est composé de règles de conception qui concernent aussi bien les dispositifs d'entrée que de sortie, il est basé sur des évaluations et sur une analyse des problèmes de perception de l'utilisateur face à un environnement 3D virtuel.
A partir de la définition de ces méthodes d'interaction de base du modèle, nous construisons des primitives d'interaction de haut niveau comme les menus 3D. Nous décrivons également nos choix en matière de communication, en tenant compte des paramètres essentiels de la coopération dans une réunion. La représentation des acteurs, sous forme de clones 3D, et des documents se fait dans le même espace, permettant de créer une cohérence visuelle forte de la scène, qui aide les utilisateurs dans la compréhension et la réalisation de leur tâche. Les clones étant entièrement paramétrables, on les anime pour informer un utilisateur sur l'activité de ses interlocuteurs.
Cet ensemble, basé sur la synthèse d'image temps réel et une démarche d'évaluations, forme un outil permettant d'organiser des réunions entre personnes distantes, comme des réunions de bureau d'étude, de la télévente, de l'enseignement à distance, etc.
Júnior, João Luiz Bernardes. "Modelo abrangente e reconhecimento de gestos com as mãos livres para ambientes 3D." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-19012011-114850/.
Повний текст джерелаThis work\'s main goal is to make possible the recognition of free hand gestures, for use in interaction in 3D environments, allowing the gestures to be selected, for each interaction context, from a large set of possible gestures. This large set must increase the probability of selecting a gesture which already exists in the application\'s domain or with clear logic association with the actions they command and, thus, to facilitate the learning, memorization and use of these gestures. These requirements are important to entertainment and education applications, this work\'s main targets. A gesture model is proposed that, based on a linguistic approach, divides them in three components: hand posture and movement and the location where it starts. Combining small numbers for each of these components, this model allows the definition of tens of thousands of gestures, of different types. The recognition of gestures so modeled is implemented by a finite state machine with explicit rules which combines the recognition of each of its components. This machine only uses the hypothesis that gestures are segmented in time by known posture, and no other related to the way in which each component is recognized, allowing its use with different algorithms and in different contexts. While this model and this finite state machine are this work\'s main contributions, it also includes the development of simple but novel algorithms for the recognition of twelve basic movements and a large variety of postures requiring highly accessible equipment and little setup. It likewise includes the development of a modular framework for the recognition of hand gestures in general, that may also be applied to other domains and algorithms. Beyond that, tests with users raise several questions about this form of interaction. They also show that the system satisfies the requirements set for it.
Paillot, Damien. "Gestion de données pour la visualisation de maquettes numériques en environnement virtuel immersif : application au design automobile." Phd thesis, Paris, ENSAM, 2004. http://pastel.archives-ouvertes.fr/pastel-00001563.
Повний текст джерелаHoogendoorn, Corné. "A statistical dynamic cardiac atlas for the virtual physiological human: construction and application." Doctoral thesis, Universitat Pompeu Fabra, 2014. http://hdl.handle.net/10803/132632.
Повний текст джерелаEsta tesis está centrada en la construcción de un atlas cardiaco, para servir como marco común de referencia en el Virtual Physiological Human (VPH). La construcción consiste en la trayectoria completa, empezando con un conjunto de imágenes 3D+t de tomografía computacional multi-corte, y entonces hacer una normalización espacial de las imágenes, segmentación de la imagen promedio sintetizada, un mallado multi-estructura, y finalmente la transformación de la malla a la población de imágenes. Adicionalmente, la tesis presenta dos aplicaciones del atlas. Primero, el atlas se usa para enmarcar un modelo espacio-temporal de la morfología cardiaca que modela la variación a lo largo de ambos 'ejes' simultáneamente. Tal propuesta debe ser preferible sobre otros m\'etodos existentes, los cuales desacoplan las dos fuentes de variación para modelarlas separadamente, en isolación. Segundo, el atlas está aplicado al desarrollo de una técnica de aceleración para simulaciones personalizadas de electrofisiología (EF) cardiaca. El conocimiento previo encapsulado en nuestro atlas se usa, en conjunto con un solver de EF cardiaca, para construir un modelo estadístico conectando morfología cardiaca con los steady states de modelos celulares del miocardio que precondicionan a simulaciones detalladas de EF cardiaca. Esta aplicación posiciona el propuesto atlas dinámico cardiaco en el contexto de simulaciones relacionadas al VPH, cuyo costo computacional actual está en gran exceso de lo aceptable para su adopción en la práctica clínica de hoy en día.
Courgeon, Matthieu. "Marc : modèles informatiques des émotions et de leurs expressions faciales pour l’interaction Homme-machine affective temps réel." Thesis, Paris 11, 2011. http://www.theses.fr/2011PA112255/document.
Повний текст джерелаEmotions and their expressions by virtual characters are two important issues for future affective human-machine interfaces. Recent advances in psychology of emotions as well as recent progress in computer graphics allow us to animate virtual characters that are capable of expressing emotions in a realistic way through various modalities. Existing virtual agent systems are often limited in terms of underlying emotional models, visual realism, and real-time interaction capabilities. In our research, we focus on virtual agents capable of expressing emotions through facial expressions while interacting with the user. Our work raises several issues: How can we design computational models of emotions inspired by the different approaches to emotion in Psychology? What is the level of visual realism required for the agent to express emotions? How can we enable real-time interaction with a virtual agent? How can we evaluate the impact on the user of the emotions expressed by the virtual agent? Our work focuses on computational modeling of emotions inspired by psychological theories of emotion and emotional facial expressions by a realistic virtual character. Facial expressions are known to be a privileged emotional communication modality. Our main goal is to contribute to the improvement of the interaction between a user and an expressive virtual agent. For this purpose, our research highlights the pros and cons of different approaches to emotions and different computer graphics techniques. We worked in two complementary directions. First, we explored different approaches to emotions (categorical, dimensional, cognitive, and social). For each of these approaches, a computational model has been designed together with a method for real-time facial animation. Our second line of research focuses on the contribution of visual realism and the level of graphic detail of the expressiveness of the agent. This axis is complementary to the first one, because a greater level of visual detail could contribute to a better expression of the complexity of the underlying computational model of emotion. Our work along these two lines was evaluated by several user-based perceptual studies. The combination of these two lines of research is seldom in existing expressive virtual agents systems. Our work opens future directions for improving human-computer interaction based on expressive and interactive virtual agents. The software modules that we have designed are integrated into our platform MARC (Multimodal Affective and Reactive Characters). MARC has been used in various kinds of applications: games, ubiquitous intelligence, virtual reality, therapeutic applications, performance art, etc
Mendes, Nilton Paulo Raimundo. "Modelo virtual exploratório: proposta de uma ferramenta de vendas para o mercado imobiliário residencial." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/3/3146/tde-19112012-094310/.
Повний текст джерелаExamining the business environment of the real estate sector, it can be verified the large number of architectural mockups that today are part of real estate points-of-sale. Mockups are fragile, expensive, take considerable time to be made and have a short life span, as they are discarded when the sales booth is decommissioned. In the sales booths, it is also possible to find full size furnished mock-up flats, with even higher costs. In this environment, the MVE (Exploratory Virtual Model) becomes important for the construction and real estate industries, whose markets are increasingly competitive, where there is a real need to reduce costs, to decrease in execution times and to increase product quality. As it is an important topic of scientific research, this paper proposes the MVE development for selling residential real estate property. The MVE was modeled with a CAD (Computer-Aided Design) / BIM (Building Information Modeling) tool which proved adequate to meet requirements raised in the survey. The MVE was evaluated through case studies in real estate ventures with brokers and customers. Results show that MVE can be developed with much lower cost and in shorter time than the architectural mockup or the mock-up flat and that it has very well accepted both by real estate sales professionals and clients.
Barot, Camille. "Scénarisation d'environnements virtuels : vers un équilibre entre contrôle, cohérence et adaptabilité." Phd thesis, Université de Technologie de Compiègne, 2014. http://tel.archives-ouvertes.fr/tel-00980537.
Повний текст джерелаOtmane, Samir. "Modèles et techniques logicielles pour l'assistance à l'interaction et à la collaboration en réalité mixte." Habilitation à diriger des recherches, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00621248.
Повний текст джерелаCarpentier, Kévin. "Scénarisation personnalisée dynamique dans les environnements virtuels pour la formation." Thesis, Compiègne, 2015. http://www.theses.fr/2015COMP2169/document.
Повний текст джерелаThis work addresses the issues of the specification of the scenario in virtual environment for training. We especially address adult lifelong training in complex domains where technical systems are difficult to apprehend and human factors are critical. Workers have to be trained to react to a wide range of situations. Virtual environment can provide this kind of training by offering them the possibility to experiment different behavior in a situation. Yet to foster learning, such environment should provide a wide range of appealing scenarios adapted to learners’ need. The design and the production of all possible scenarios and of all their adaptations is a tedious task. It requires designers to imagine and describe every possible sequence of events which leads to interesting learning situation. Such a descriptive approach conflicts with the need for a smoother production process.To tackle the authoring bottleneck, we propose the TAILOR architecture to dynamically generate sequences of learning situations in a simulation. It takes into account a learner profile and expert knowledge informed in semantic models. We used a space of classes of situations coupled with a belief model to represent the Zone of Proximal Development of a learner. Each point of the space images the ability of the learner to handle a kind of situation. As we are essentially dealing with intra-diegetic orchestration, i.e. what is happening in the world depicted by the simulation, we propose to use expert model of the domain. We distinguished three kind of knowledge: world knowledge, activity knowledge and causality knowledge. They are used at runtime to procedurally generate a learning situation which will enlarge the Zone of Proximal Development of the learner.To this end, we design the WORLD-DL language to author scenario content for virtual environment for training in a reconfigurable, adaptable and generic way through an ontological representation. This language is used both to describe scenario objectives and to maintain a knowledge-based world state. Moreover, we operationalize structuralist view of narrative to build a story upon generated learning situation through an automated diegetization process. This process relies on abstract story model describe in the ontological metamodel DIEGETIC.This work have been implemented in the TAILOR engine used in the HUMANS platform. It was used both for aeronautic assembly virtual training and for baby sitter virtual training
Vella, Frédéric. "Modèles psychophysiques d'atteintes de cibles pour les personnes souffrant de troubles neuromusculaires." Phd thesis, Université Paul Sabatier - Toulouse III, 2008. http://tel.archives-ouvertes.fr/tel-00423539.
Повний текст джерелаAinsi, pour comprendre et qualifier ces troubles moteurs, nous avons besoin d'étudier les activités motrices en situation en appliquant la loi de psychomotricité.
Cette étude a un double enjeu (intérêt théorique et technologique) : la compréhension des troubles moteurs et la conception des systèmes de suppléance (tels que les claviers virtuels) fondés sur des techniques d'interaction de pointage.
L'objectif est de proposer une modélisation des performances motrices (et perceptives à termes) de notre population d'étude pour prédire le temps de déplacement et de recherche de cibles. Pour atteindre cet objectif, nous avons étudié l'atteinte de cibles à 1 dimension. Ces modèles sont ensuite appliqués à l'étude de l'utilisabilité d'un clavier logiciel.
Carreno, Medrano Pamela. "Analyse et synthèse de mouvements théâtraux expressifs." Thesis, Lorient, 2016. http://www.theses.fr/2016LORIS424/document.
Повний текст джерелаThis thesis addresses the analysis and generation of expressive movements for virtual human characters. Based on previous results from three different research areas (perception of emotions and biological motion, automatic recognition of affect and computer character animation), a low-dimensional motion representation is proposed. This representation consists of the spatio-temporal trajectories of end-effectors (i.e., head, hands and feet) and pelvis. We have argued that this representation is both suitable and sufficient for characterizing the underlying expressive content in human motion and for controlling the generation of expressive whole-body movements. In order to prove these claims, this thesis proposes: i.) A new motion capture database inspired by physical theater theory. This database contains examples from different motion classes (i.e., periodic movements, functional behaviors, spontaneous motions, and theater-inspired motion sequences) and distinct emotional states (happiness, sadness, relaxedness, stress and neutral) performed by several actors. ii.) A user study and automatic classification framework de- signed to qualitatively and quantitatively assess the amount of emotion-related information conveyed and encoded in the proposed representation. We have observed that although slight differences in performance were found with respect to the cases in which the entire body was used, our proposed representation preserves most of the motion cues salient to the expression of affect and emotions. iii.) A simple motion synthesis system able to capable of: a) reconstructing whole-body movements from the proposed low-dimensional representation, and b) producing novel end- effector (and pelvis) expressive trajectories. A quantitative and qualitative evaluation of the generated whole body motions shows that these motions are as expressive as the movements recorded from human actors
Amini, Reza. "Learning Data-Driven Models of Non-Verbal Behaviors for Building Rapport Using an Intelligent Virtual Agent." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/1765.
Повний текст джерелаAllaoui, Ali. "Introduction de processus de conception pour la modélisation interactive de modèles physiques particulaires 3D complexes dans l'environnement MIMESIS." Phd thesis, Université de Grenoble, 2010. http://tel.archives-ouvertes.fr/tel-00780244.
Повний текст джерелаCavalhieri, Marcos Antonio. "Modelo comportamental baseado em crenças e teoria Bayesiana para simulações de vida artificial com humanos virtuais." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-18052006-013118/.
Повний текст джерелаThis work puts together features related to the research areas of Artificial Life, Artificial Intelligence, Cognitive Science and Virtual Reality. The main goal of this work is the conception of an adaptive and autonomous behavior model which alows the interaction, even with uncertain information, between a virtual character and an environment. Therefore, resources are organized to be handled rationally with uncertainties, thus, the ability to act assuming some risks of this inexact aspect are granted. The results enable the virtual humans to observe their environment, to present internal and rationalized representations of this uncertain information, represented in this work as beliefs, and taking decisions based on this information. Through the decision process, the character can re-evaluate its beliefs; which imply in a mature behavior, as a consequence of how procedures are used to deliberate and to perform actions in a virtual environment.
Torres, Jorge Alberto Rangel. "Uma arquitetura para animar agentes autônomos em ambientes virtuais usando o modelo BDI." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2004. http://hdl.handle.net/10183/90427.
Повний текст джерелаVirtual humans are computational models of people. If necessary, they can portray a very realistic appearance, based on biomechanical and physiological principles. Besides, they are able to behave in an autonomous and intelligent way in dynamic environments, and even to exhibit individuality and personality. Virtual humans can be used as synthetic actors. Such kind of actors have been used in several applications, such as games, in order to simulate the presence of real actors. The computer-game industry requires characters that are able to react appropriately to unexpected events and circumstances, and even to change the game progress with their autonomous courses of actions. A natural way for developing such characters is by the use of artificial intelligence techniques, in particular those related to the areas of autonomous agents and multi-agent systems. In this work, the use of the Belief-Desire-Intention (BDI) model for cognitive agents in order to implement animated characters is proposed. The BDI model is a well-known and successful approach for the development of autonomous agents in multiagent systems. It is a very powerful architecture for dynamic and complex systems where agents may need to act under incomplete and incorrect information on other agents and their environment. This work brings together an articulated model for character animation, which requires the specification of motion on each joint individually, and an interpreter for AgentSpeak(L), an agent-oriented programming language that implements the BDI architecture. I have developed an interface that allows the BDI-based agent reasoning system to be used for guiding the behaviour of a character in an animation system. The use of AgentSpeak(L) is a promising approach for the high-level specification of complex computer animations. The conceptual model and its implementation are presented in distinct chapters. This separation aims at simplifying the comprehension of the proposed model, allowing its analysis first at a higher abstraction level, and after that to check programming details. This work also presents two 3-D animations used to illustrate the proposed approach. The main animation presented involves an agent that is situated in a dynamic environment; the agent continuously perceives the environment and reasons on how to act upon it based on its BDI mental state. The other application is quite simple, but useful to show some issues that are relevant for obtaining better performance from AgentSpeak(L) programs.
Petremand, Matthieu. "Détection des galaxies à faible brillance de surface et segmentation hyperspectrale dans le cadre de l'observatoire virtuel." Phd thesis, Université Louis Pasteur (Strasbourg) (1971-2008), 2006. https://publication-theses.unistra.fr/public/theses_doctorat/2006/PETREMAND_Matthieu_2006.pdf.
Повний текст джерелаTechnological progress in astronomical instrumentation raise various issues. The development of multispectral sensors yields extremely valuable data. Nevertheless interpretation and processing of such images remain tricky for the astronomical community. Within the framework of this thesis we propose a new method for the detection of low surface brightness galaxy based on a quadtree Markovian segmentation. We then introduce a new segmentation method of hyperspectral data cubes based on a spectral discrimination and on a spatial regularization of the segmentation map. We then propose two multispectral images visualization methods and a new fuzzy segmentation method based on Markov fields. These methods are validated on astronomical images and led to a fruitful cooperation between STIC and astronomical community
Dermouche, 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
Mühlstedt, Jens. "Entwicklung eines Modells dynamisch-muskulärer Arbeitsbeanspruchungen auf Basis digitaler Menschmodelle." Doctoral thesis, Universitätsbibliothek Chemnitz, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-86342.
Повний текст джерелаDigital human models for human factors are used as tools for virtual ergonomics and the design of products and workplaces. In this work the use of the systems is analysed with theoretical models and an empirical study. Therefore, disadvantages of the systems are identified. A main idea for further developments is the research on ergonomic approaches and models, especially for movements and the strain caused by movements. Digital human models are capable to assess work processes based on data from simulations. In this work a new human factors orientated rating model for muscular strains is developed and evaluated. A test stand generates and standardizes the stress. In a laboratory survey the stress parameters are analysed. The variation of the static torque part, the angular velocity and the torque direction cause changes in the muscular strains. Hence, these muscular strains are measured electromyographically. A new normalisation method, the normalized standard movement, is introduced. The survey shows the existence of a correlation of static torque part and work strain. Depending on the muscle type, the angular velocity either affects the work strain linear increasing or does not affect it
Mondet, Sebastien. "Modélisation et distribution adaptatives de grandes scènes naturelles." Phd thesis, Institut National Polytechnique de Toulouse - INPT, 2009. http://tel.archives-ouvertes.fr/tel-00400928.
Повний текст джерелаTout d'abord, nous fournissons une technique de compression multi-résolution, fondée sur la normalisation, l'instanciation, la décorrélation, et sur le codage entropique des informations géometriques pour des modèles de plantes. Ensuite, nous étudions la transmission efficace de ces objets 3D. L'algorithme de paquétisation proposé fonctionne pour la plupart des représentations multi-résolution d'objet 3D.
Nous validons les techniques de paquétisation par des expériences sur un WAN (Wide Area Network), avec et sans contrôle de congestion (Datagram Congestion Control Protocol).
Enfin, nous abordons les questions du streaming au niveau de la scène. Nous optimisons le traitement des requêtes du côté serveur en fournissant une structure de données adaptée et nous préparons le terrain pour nos travaux futurs sur l'évolutivité et le déploiement de systèmes distribués de streaming 3D.
Pratschke, Anja. "Entre Mnemo e Locus: arquitetura de espaços virtuais, construção de espaços mentais." Universidade de São Paulo, 2002. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-31102008-172046/.
Повний текст джерелаA method is proposed for the architectural construction of virtual spaces based on the overlaying of diverse ways of thinking about space and by using structures of mnemotechniques. In order to achieve this task, a critical review is first carried out of two disciplines which are regularly involved in the construction of this kind of spatiality: Human-Computer Interface, and Virtual Reality. Architecture, as a third and central discipline, presents its method of overlaying diverse ways of thinking space, made explicit through the introduction and analysis of different examples of architectural construction in the virtual realm. Defined as belonging to the mind, the virtual space is conceived through architectural methods by adding the use of Mnemonics, which is the art and technique of developing and making stronger the memory. The memorization process itself becomes central in the process of constructing the virtual context. Introducing examples in history and recent art applications in virtual reality, the thesis proposes the introduction of mnemotechniques for the architectural spatial structuring of the virtual
Kronfeld, Thomas, and Guido Brunnett. "Simulation komplexer Arbeitsabläufe im Bereich der digitalen Fabrik." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-223856.
Повний текст джерелаMühlstedt, Jens. "Entwicklung eines Modells dynamisch-muskulärer Arbeitsbeanspruchungen auf Basis digitaler Menschmodelle." Doctoral thesis, Universitätsverlag der Technischen Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19704.
Повний текст джерелаDigital human models for human factors are used as tools for virtual ergonomics and the design of products and workplaces. In this work the use of the systems is analysed with theoretical models and an empirical study. Therefore, disadvantages of the systems are identified. A main idea for further developments is the research on ergonomic approaches and models, especially for movements and the strain caused by movements. Digital human models are capable to assess work processes based on data from simulations. In this work a new human factors orientated rating model for muscular strains is developed and evaluated. A test stand generates and standardizes the stress. In a laboratory survey the stress parameters are analysed. The variation of the static torque part, the angular velocity and the torque direction cause changes in the muscular strains. Hence, these muscular strains are measured electromyographically. A new normalisation method, the normalized standard movement, is introduced. The survey shows the existence of a correlation of static torque part and work strain. Depending on the muscle type, the angular velocity either affects the work strain linear increasing or does not affect it.