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Статті в журналах з теми "Multi-écran"
Olmedo, Ignacio, Marie-Aurélie Chanut, Cyril Douthe, Mathieu Verdet, Clément Galandrin, Loic Dugelas, and David Bertrand. "Étude expérimentale multi-échelle sur les écrans pare-blocs : comportement des ouvrages hors cadre ETAG27." Revue Française de Géotechnique, no. 163 (2020): 8. http://dx.doi.org/10.1051/geotech/2020018.
Повний текст джерелаBasso Fossali, Pierluigi. "Éléments critiques de la culture écranique." Interfaces numériques 5, no. 1 (April 27, 2018). http://dx.doi.org/10.25965/interfaces-numeriques.2946.
Повний текст джерелаДисертації з теми "Multi-écran"
Brouet, Remi. "Interactions gestuelles multi-point et géométrie déformable pour l'édition 3D sur écran tactile." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM073/document.
Повний текст джерелаMulti-touch gesture interactions and deformable geometry for 3D edition on touch screen: Despite the advances made in the fields of existing objects capture and of procedural generation, creation of content for virtual worlds can not be perform without human interaction. This thesis suggests to exploit new touch devices ("multi-touch" screens) to obtain an easy, intuitive 2D interaction in order to navigate inside a virtual environment, to manipulate, position and deform 3D objects. First, we study the possibilities and limitations of the hand and finger gestures while interacting on a touch screen in order to discover which gestures are the most adapted to edit 3D scene and environment. In particular, we evaluate the effective number of degrees of freedom of the human hand when constrained on a planar surface. Meanwhile, we develop a new gesture analysis method using phases to identify key motion of the hand and fingers in real time. These results, combined to several specific user-studies, lead to a gestural design pattern which handle not only navigation (camera positioning), but also object positioning, rotation and global scaling. Then, this pattern is extended to complex deformation (such as adding and deleting material, bending or twisting part of objects, using local control). Using these results, we are able to propose and evaluate a 3D world editing interface that handle a natural touch interaction, in which mode selection (i.e. navigation, object positioning or object deformation) and task selections is automatically processed by the system, relying on the gesture and the interaction context (without any menu or button). Finally, we extend this interface to integrate more complex deformations, adapting the garment transfer from a character to any other in order to process interactive deformation of the garment while the wearing character is deformed
Tapp, Fanny-Ève. "L'industrie canadienne de la télévision à l'ère du numérique: l'invasion du multi-écrans." Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/30678.
Повний текст джерелаLe, Deun Thomas. "Optimisation des propriétés visuelles de plateformes de visualisation multi-utilisateurs et multi-vues." Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2020. http://www.theses.fr/2020IMTA0218.
Повний текст джерелаMulti-user and multi-view visualization platforms enable new types of collaboration for professional applications. All users work on the same tactile medium, each being able to perceive the content relevant to their expertise, in order to facilitate the decision-making process. Such platforms require the simultaneous display of several independent images on the same screen, allowing each user to perceive only one image in two or three dimensions. This multiplication of image channels raises challenges to achieve a good final visual quality mainly related to brightness, colorimetry and crosstalk. In this thesis we are interested in the different scientific and technical aspects of such platforms, studying the different projector sources, the separation techniques of the video channels and the characteristics of the associated screens. We study more specifically the spectral separation using interferential filters and propose a method to optimize them to light sources, taking into account a criterion of color difference to be minimized. We thus obtain different spectral filters according to the light sources. We compare the performances of spectral filtering to polarization filtering, and show the good performances of spectral filters for such applications as well as the limits of conventional screens to maintain polarization. Finally, we propose a method to design and realize screens that preserve the state of polarization while distributing the light uniformly in a certain area of the space corresponding to the users' locations. Our samples show encouraging results in controlling the scattering angle of such screens and we detail the challenges related to diffraction and uniform light distribution
Sarkis, Mira. "Création d'applications multi-écrans à partir d'applications existantes." Electronic Thesis or Diss., Paris, ENST, 2016. http://www.theses.fr/2016ENST0057.
Повний текст джерелаThe ubiquity of web applications and the user possession and utilization of multiple devices are major factors for the increased demand for multi-screen applications. Multi-screen applications impose challenges on the application developer and designer especially if existing single-screen applications have to be transformed to the multiscreen environment. Designers should plan the user interface distribution and should adapt the layout for various devices. Developers should re-organize the application logic and associate it to the distributed user interface. They should preserve the application functionality and finally they need to adapt it to the underlying multiscreen platform. In this work, we propose an end-to-end refactoring system. The system allows the re-use of existing single-screen applications to automatically create multi-screen applications. The components of the multi-screen applications have their layout adapted to small and large device and they are ready to operate synchronously to provide a complementary usage experience. Our system is quantitatively evaluated on different sets of applications containing at least one video element and interactive content. The content division of our system corresponds to a ground truth division with an average recall of 0.84. In addition, our layout refactoring approach obtains 60% accuracy on the tested applications. In addition, we evaluate the performance of the run-time behavior of one application and we compute the delays that are caused by our system and by the network in a real physical environment: with a total delay of 5 ms, our solution is realistic