Дисертації з теми "Technologie vidéo"
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Costantino, Vincenza. "Le cinéma d'après-vidéo." Paris 1, 2006. http://www.theses.fr/2006PA010597.
Jacques, Emmanuelle. "La console Wii : une technologie tolérante." Nice, 2009. http://www.theses.fr/2009NICE2013.
The Wii is a proposal of ubiquitous computing and interfaces tangible. It disrupts the interaction terms of computational objects we normally use. Its success is important today best-selling console in the world. In the case of the Wii, the concept of "gesture natural 'is central to the interaction: the Wii uses a technology recognition of movement to provide interaction with the body of 5 entry points. So the Wii is a technological object of a reality called "Augmented". In return, the object becomes part of "invisible" to the action human: he can configure the use of too narrow and restrictive, but must be inserted discreetly into the uses and more particularly in familiar activities. The existing relationship between the representations of players, the interface design and logic offer marketing show a tendency to simplify the figure of the player. If it becomes a casual player, who seemingly just plays from time to time, an estimated it does ot become too deeply involved in the understanding of a game to please This target marketing, video games should be easily accessible. With manipulation interfaces tangible action and interfaces become more intuitive and therefore easy to use. But the commitment to action is more complex than it appears, and control technology is also proving to be the culmination of a process of incorporation, as in the case of driving. This process appears here in a "flow", which facilitates the success of the action performed. For the casual gamer, the Wii is announced friendly and intuitive, and should then contain within it both a "living together" pleasant and tolerance to error. Our questions are: in the use of the Wii how is coordination between the actions of players, representations that designers are players (players become casual) and interfaces more and more tangible and ubiquitous? How is the commitment in the use of the Wii? From the intuitive interfaces in this commitment, how to build usability This new object technology?
Elloumi, Mourad. "Etude d'un capteur spécifique pour la vidéo instantanée en technologie CMOS." Dijon, 1996. http://www.theses.fr/1996DIJOS014.
Berar, Pascal. "Micro-tribologie des bandes magnétiques vidéo." Ecully, Ecole centrale de Lyon, 1995. http://www.theses.fr/1995ECDL0027.
Biffi, Jean-Marc. "Contribution à la modélisation, conception et caractérisation de chaînes vidéo ASIC en technologie BICMOS." Toulouse, INSA, 1995. http://www.theses.fr/1995ISAT0037.
Bernal, Olivier. "Conception de Convertisseurs Analogique-Numérique en technologie CMOS basse tension pour chaînes Vidéo CCD Spatiales." Phd thesis, Toulouse, INPT, 2006. http://oatao.univ-toulouse.fr/7495/1/bernal.pdf.
Diard, Caroline. "Vidéo-protection dans les entreprises ouvertes au public : acceptation d'une technologie de contrôle par les salariés." Thesis, Evry-Val d'Essonne, 2014. http://www.theses.fr/2014EVRY0028.
This research examines the factors of acceptance of a monitoring technology, vidéo-protection by employees in firms opened to public. 37 interviews were conducted on three kind of firms : Retail, Offices / Transportation / Banks and Casinos. This Doctoral work has helped to highlight four forms of acceptance by employees : understanding, adhesion-legitimation, resignation or rejection. Four categories of factors influencing acceptance were also identified. 1/ The technolological environment : Acceptance depends on the technological environment of the individual ease of use, perceived usefulness, perceived control and technology used, as therefore crucial factors in the acceptance and the ability to conform the vidéo-protection. 2/ Process implementation : Acceptance depends on the deployment of video-protection. The employee submits a regulatory context to legal norms or convention (mutual agreement), he is influenced by contingency factors and contextual factors (workforce strategy). He accepts, depending on the legal nature of the contract, the company's business and psychological bond with the employer. The sense of justice and fairness colleced during stages of implementation, and quality of information for employees are also a significant factors of acceptance. 3/ The individual factors. Individual factors such as age, perceived risk, past experience of control, fear, motivation and ability to emebrace change have emerged. 4/ The social environment : The employee accepts regarding the confidence he brings to his management, the culture of the company to which it belongs, the group's influence and its geographical environment
Krupa, Frédérique. "Girl Games : gender, technology and design for women’s recruitment in Information and Communication Technology (ICT)?" Thesis, Paris 1, 2018. https://ecm.univ-paris1.fr/nuxeo/site/esupversions/dd3e6426-fd66-4db2-add5-56476ec75bf6.
This dissertation focuses on gender, design and technology through the artifact of video games — technology products of masculine engineering culture, and the gendered link between those that make video games (Production) and those that play them (Reception). My research examines a sector of the video game industry devoted to pre-adolescent girls, which 20 years ago was the site of feminist entrepreneurship hoping to remedy the gender imbalance in ICT (Information and Communication Technology). While parity has been achieved in media consumption, technological production firmly remains a masculine pursuit. This three-phase constructivist study begins with the personality preferences (MBTI) and sex-role orientation (BSRI) of women in game development, highlighting their exceptional resilience to gender stereotypes, and concludes with an ethnographic study of children playing independent, gender-neutral video games at an afterschool program in Paris. Using pragmatic semiotic epistemology, this dissertation argues that the belief-habits of negative gender and technology stereotypes are the principal roadblock to gender diversity in ICT – limiting the number of women willing to transgress gender norms into masculine professions and creating a self-fulfilling prophecy through parents’ gender-socialization that reifies the belief in masculine technological passion and skill while developing unequal gendered technological access and encouragement. The dissertation concludes with strategies for gender-neutralizing technology, including design heuristics for gender neutrality in children’s digital experiences
Camus, Laurent. "Réaliser en direct : une vidéo-ethnographie de la production interactionnelle du match de football télévisé depuis la régie." Electronic Thesis or Diss., Paris, ENST, 2015. http://www.theses.fr/2015ENST0036.
This PhD dissertation develops an approach to live soccer TV-production defined as a practical accomplishment, based on a fieldwork observation of real-time editing in the control-room during matches of the French championship (Ligue 1) broadcasted by Canal +. Instead of focusing on the broadcast as a result and a resource for interpretation, this thesis analyses the activities of perception, filming and editing exhibited by the participants of the control-room. By a video-analysis of operators’ interactions, it considers the TV-broadcast from the technological, collaborative and embodied environment of its production. This praxeological perspective takes into account the visual and temporal characteristics of real-time multi-cameras editing. It describes the emergence of the remote event from the screens and the speakers of the control-room. Thus, it examines how, by real-time editing, the participants of the control-room order, reflexively and visually, the interactions of the match they watch. This emic perspective shows that there is a reflexive and temporal adjustment between operators at work and the environment they produce. The televised broadcast is considered as an account of the soccer match and of the social and moral phenomena taking place in it. Instead of adopting a critical perspective on “sport shows”, this dissertation proposes an empirical analysis of the endogenous dynamics of the activity of operators in the recent development of sport events
Camus, Laurent. "Réaliser en direct : une vidéo-ethnographie de la production interactionnelle du match de football télévisé depuis la régie." Thesis, Paris, ENST, 2015. http://www.theses.fr/2015ENST0036/document.
This PhD dissertation develops an approach to live soccer TV-production defined as a practical accomplishment, based on a fieldwork observation of real-time editing in the control-room during matches of the French championship (Ligue 1) broadcasted by Canal +. Instead of focusing on the broadcast as a result and a resource for interpretation, this thesis analyses the activities of perception, filming and editing exhibited by the participants of the control-room. By a video-analysis of operators’ interactions, it considers the TV-broadcast from the technological, collaborative and embodied environment of its production. This praxeological perspective takes into account the visual and temporal characteristics of real-time multi-cameras editing. It describes the emergence of the remote event from the screens and the speakers of the control-room. Thus, it examines how, by real-time editing, the participants of the control-room order, reflexively and visually, the interactions of the match they watch. This emic perspective shows that there is a reflexive and temporal adjustment between operators at work and the environment they produce. The televised broadcast is considered as an account of the soccer match and of the social and moral phenomena taking place in it. Instead of adopting a critical perspective on “sport shows”, this dissertation proposes an empirical analysis of the endogenous dynamics of the activity of operators in the recent development of sport events
Veneau, Emmanuel. "Macro-segmentation multi-critère et classification de séquences par le contenu dynamique pour l'indexation vidéo." Rennes 1, 2002. http://www.theses.fr/2002REN10013.
Hernández, García Iliana. "L'habitabilité des images en mouvement : pour une architecture transformable." Paris 1, 1997. http://www.theses.fr/1997PA010655.
This thesis studies how do the electronics images can contribute to the contemporary architecture, particularly those ones which offer a space that can be experimented by the body. This is the case of somme installations and videotapes, works in cyberspace and virtual reality, where a transformation of the way of inhabiting architecture appears; when ces oeuvres propose relations between the differents elements of the space experience; so the spectator has the impression of seeing the architecture changing while he is inhabiting there. These electronics works propose an analytic space, transformable, developping from the actualisation of images in mouvement and with the participation of the spectator in its construction. So this space allow us to analyse the notion of "habitability" incorporating multiplicity, adaptability and variability to architecture
Laquerre, Pierre. "Conception d'une chaîne de traitement analogique de signaux vidéo en technologie CMOS basse tension pour applications aux instruments d'observation de la Terre." Phd thesis, Toulouse, INPT, 2007. http://oatao.univ-toulouse.fr/7602/1/laquerre.pdf.
Delsaux, Jean. "L' espace figural, topologie du vide, modélisation : expérimentation et créations plastiques." Paris 8, 2003. http://www.theses.fr/2003PA083646.
Perspective has deeply influenced our way of perceiving and representing, we study the first appearance of it and its developments, from the historical, psychophysiological and physical points of view. We show, beyond breaks, the permanence of important problematics : movement, cognitive processes, sciences, techniques. Digital technologies we have equipped ourselves with, the representations science proposes, the ones that art provides since the beginning of the 20th century, have destabilized the intellectual comfort that a certain systematization of the perspective viewing of the world through image had brought to us. Today, art allow us, with its own weapons, to experiment other scenes, other topologies. In doing so, it leans on the tools and knowledges our time provides, notably models, computers and digital [technologies]. Through our personal practical experience of art, and with the help of some benchmarks taken from the history of the subject, as well as from a certain number of knowledges provided by different scientific subjects, from the new approach(es) that is (are) on its (their) way to be formed, we show that art provides its own contribution. We develop this work according to 4 axes: 1) an approach of the development of an eye: the notions of space, perception and representation of space, figural art ; 2) the contributions of sciences: mathematics, physics, cognitive sciences ; 3) the part played by techno-sciences and technical devices, so much as far as changing they imply within practice, as within the material circumstances that come along or even provoke their first appearance ; 4) the artistic experience, experimentation, ours but as well the one of significant artists and the one of artists we came across within the frame of our creation and / or theoretical reflexion activities
Sâadallah, Mohamed Fadhel. "Les systèmes d'apprentissage multimédia interactifs : apport de l'audiovisuel numérique à l'enrichissement du cadre pédagogique de l'enseignement à distance." Paris 8, 2009. http://www.theses.fr/2009PA083014.
The development of Information Technologies for the Education (ITE) opens new manners to learn, to communicate and to deal with the information. This kind of development obviously has an impact on the society, on the human cognitive potential and thus the teaching and the training. In addition to the analysis of the ITE, their standards and modes of appropriation by the actors of the teaching and the training, this thesis is a theoretical reflection as well as practice on the broadcasting of the knowledge through formulae of e-learning using appropriate educational tools. This thesis also highlights to the hypothesis of an important fine distinction between cooperative and collaborative. The resort to audio-visual and particularly to technologies resulting from the family of standards MPEG (4,7 and 21) is one of the key hypotheses of this work. The future control of a pervasive learning multimedia, digital and converging, based here on an experimental work of learning language through virtual simulation- immersion on broadcasting basis: this educational frame which draws its actual potentiality from the use of interactive multimedia systems of learning, brings support and supplies an assistance to the persons engaged in this kind of education. The author judges that these tools are going to continue to perfect and to offer more interactivity and interoperability, provided that an active cooperation with the authorities of normalization (standardization) is joined
Cojean, Salome. "Étayage des activités de recherche d’information et d’apprentissage en environnement vidéo : apports de la segmentation et de la structuration." Thesis, Rennes 2, 2018. http://www.theses.fr/2018REN20038/document.
Videos are more and more used in pedagogical contexts, but presentation formats on specific platforms (e.g., MOOC) are varied and not so much analyzed. However, it seems necessary to focus on processes involved during learning and information seeking (IS) tasks to adapt video-based environments to individuals’ needs and cognitive resources. During learning and IS, scientific literature highlights the importance of individuals’ mental models. To encourage the construction of a relevant mental model, two types of scaffolding are considered in this thesis: the segmentation of the timeline and the structuration of the video content using a table of contents. The first three studies showed that the conjoint use of the two levels of scaffolding enhanced IS performance (study 1), but it did not promote the construction of a relevant mental model of the video content (study 2). During study 3, several presentation format were compared: the pop-up format reduced perceived difficulty of the IS task. The last two studies focused on the effects of scaffolding during a learning task. The presence of scaffolding did not enhanced learning performance (study 4). Nevertheless, when the learner was made active, thanks to an IS task for example, memorization of the video content was improved (study 5). Results are discussed in terms of organizing role of scaffolding enabling effective recovery of information. Scaffolding is here thought to organize incoming information in the video-based environment or in individual’s memory according to the task
Standarovski, Denis. "Contribution à la conception de circuits intégrés analogiques en technologie CMOS basse tension pour application aux instruments d'observation de la Terre." Phd thesis, Toulouse, INPT, 2005. http://oatao.univ-toulouse.fr/7450/1/standarovski.pdf.
Roux, Ugo. "Communication virale dans la publicité au sein des espaces numériques : Approche critique et expérimentale du phénomène." Electronic Thesis or Diss., Toulon, 2016. http://www.theses.fr/2016TOUL0003.
Our thesis examines the notion of viral communication in digital social spaces both in general and when applied to online video advertisement. Our research revealed a lack of clarity and coherence in its definition and meaning (Beauvisage et al., 2011) that necessited an effort of standardization before planning to pursue our work. Furthermore, our literature review pointed out the complexity of the viral phenomenon and its comprehension. This complexity is due to the number and different factors originating the viral phenomenon (Beauvisage et al., 2011).In order to highlight one of those factors, we make the first hypothesis that the variations in the quality of the definition (high or standard) of a video have an effect over the evaluation of the video (H1). Corollary, we think that the quality of the definition affects this video sharings (H2). More precisely, we think that a video will be more shared if it is watched in high definition rather than in standard definition. In order to meet those hypotheses, we opted for an experimental approach
Karaman, Svebor. "Indexation de la vidéo portée : application à l’étude épidémiologique des maladies liées à l’âge." Thesis, Bordeaux 1, 2011. http://www.theses.fr/2011BOR14402/document.
The research of this PhD thesis is fulfilled in the context of wearable video monitoring of patients with aged dementia. The idea is to provide a new tool to medical practitioners for the early diagnosis of elderly dementia such as the Alzheimer disease. More precisely, Instrumental Activities of Daily Living (IADL) have to be indexed in videos recorded with a wearable recording device.Such videos present specific characteristics i.e. strong motion or strong lighting changes. Furthermore, the tackled recognition task is of a very strong semantics. In this difficult context, the first step of analysis is to define an equivalent to the notion of “shots” in edited videos. We therefore developed a method for partitioning continuous video streams into viewpoints according to the observed motion in the image plane.For the recognition of IADLs we developed a solution based on the formalism of Hidden Markov Models (HMM). A hierarchical HMM with two levels modeling semantic activities or intermediate states has been introduced. A complex set of features (dynamic, static, low-level, mid-level) was proposed and the most effective description spaces were identified experimentally.In the mid-level features for activities recognition we focused on the semantic objects the person manipulates in the camera view. We proposed a new concept for object/image description using local features (SURF) and the underlying semi-local connected graphs. We introduced a nested approach for graphs construction when the same scene can be described by levels of graphs with increasing number of nodes. We build these graphs with Delaunay triangulation on SURF points thus preserving good properties of local features i.e. the invariance with regard to affine transformation of image plane: rotation, translation and zoom.We use the graph features in the Bag-of-Visual-Words framework. The problem of distance or dissimilarity definition between graphs for clustering or recognition is obviously arisen. We propose a dissimilarity measure based on the Context Dependent Kernel of H. Sahbi and show its relation with the classical entry-wise norm when comparing trivial graphs (SURF points).The experiments are conducted on the first corpus in the world of wearable videos of IADL for HMM based activities recognition, and on publicly available academic datasets such as SIVAL and Caltech-101 for object recognition
Roux, Ugo. "Communication virale dans la publicité au sein des espaces numériques : Approche critique et expérimentale du phénomène." Thesis, Toulon, 2016. http://www.theses.fr/2016TOUL0003/document.
Our thesis examines the notion of viral communication in digital social spaces both in general and when applied to online video advertisement. Our research revealed a lack of clarity and coherence in its definition and meaning (Beauvisage et al., 2011) that necessited an effort of standardization before planning to pursue our work. Furthermore, our literature review pointed out the complexity of the viral phenomenon and its comprehension. This complexity is due to the number and different factors originating the viral phenomenon (Beauvisage et al., 2011).In order to highlight one of those factors, we make the first hypothesis that the variations in the quality of the definition (high or standard) of a video have an effect over the evaluation of the video (H1). Corollary, we think that the quality of the definition affects this video sharings (H2). More precisely, we think that a video will be more shared if it is watched in high definition rather than in standard definition. In order to meet those hypotheses, we opted for an experimental approach
Ahmad, Jdid Farah. "Le design interactif et l'interaction comme un futur scénario de la scénographie numérique pour le spectacle vivant et le théâtre (Du spectateur au ₀ spect-acteur ε)". Thesis, Paris 8, 2016. http://www.theses.fr/2016PA080061.
This thesis highlights the great evolution of the art of staging and studies the relationship between the scenery and the digital technology from the standpoint of design. It focuses on its role in the future of the scenography. The scenography is used among the digital technologies; we choose the "VR"virtual reality technology as a tool to create the scenery of the theatre to enrich the viewer's presence. The concern from the beginning of our research was about; how to enhance the sense of presence in the viewer to the decor of a theatrical art.It is very important for us to succeed in creating a theatrical setting in which the spectator becomes an actor or rather a “Spect- actor”. Research has highlighted a few examples that used the virtual technology in the scenography. We then tackle the critiques of this technology made by researchers in the theatre. Many opinions that oppose the integration of this technology in theatre give arguments related to the danger of the immersion. The thesis highlights the interaction as a second founding characteristic of the "VR" offsetting the passivity of immersion. Then we approach the subject of the interactive design.In order to create a vision of the world of the staging in the future, we adapt the story of Alice in Wonderland to create our project Helping Alice. This allows spec-actors to interact with virtual elements of an interactive animation within a framework of collaborative video game. A group of 3 “Spect- actors” everyone participate to change the view of the scenery but also to choose the colour. We consider that the mediatized scene creates a sense of presence among the public so that interaction is the key that enriches the received feeling
Roy, Didier. "Optimisation et personnalisation des parcours d'apprentissage à l'aide des technologies numériques." Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1017.
Since the "Plan Informatique Pour Tous" in 1985, digital technologies occupy an increasingly importance in education: digital textbooks, dynamic geometry software, learning games, e-learning, blended learning, MOOC, flipped classrooms, educational robotics, etc.The aim of our work is to show that some of these technologies can contribute to improve learning, boosting learning contents, emphasizing student motivation by proposing devices suitable for distance learning and personalizing learning paths.The stakes of these issues are important. The need to motivate students and personalize learning is more and more crucial. These are major assets to reduce dropout and promote equal opportunities.Objectives of our work before 2011:- Gamify contents to make them more motivating.- Visualize concepts by using digital objects.- Virtualize learning objects in order to reduce physical constraints to work methods, to overcome handling difficulties and disability situations.- Provide tools for interactivity, visualization, computer algebra and geometry for computer environments learning (distance learning platforms, software).- Provide tools for monitoring user activity in order to better track their progress, to follow them with precision, to making them more autonomous.- Experiment with objects both digital and tangible such as robots, to assess their impact in learning.- Build new textbooks by accompanying them with digital devices.This work was continued in recent and more research-driven work.Objectives of our work from 2011:- Optimize and personalize learning by using artificial intelligence and machine learning algorithms.- Use tangible objects such as robots, that students can manipulate and program, to approach learning differently to provide concrete environment to build new concepts
Schmoll, Laurence. "Concevoir un scénario de jeu vidéo sérieux pour l'enseignement-apprentissage des langues ou comment dominer un oxymore." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAC014.
This research examines the use of video games in foreign language classrooms. It investigates the integration of this digital medium, originating as an informal leisure activity, in a formal language learning classroom setting. The ‘learning video game’, which refers to both the act of learning and the act of play, can be seen as an oxymoron encompassing seriousness as well as fun. This work focuses on the fun aspect. This work is motivated by the following research question: how can the use of a learning video game foster a playful attitude, hypothetically conducive to a greater involvement of the learner, while also potentially leading to increaseand complexification in student foreign language production and interaction? As a part of the Eveil 3D-project, this study analyses reception from a sample of learners to two learning games which have the same scenario but were completed according to two different game design models. The findings provide both a game design model and a scenario template in order to support foreign language learning through the use of the video game
Haensler, Guillaume. "Étude de l’usage d’un dispositif vidéoinformatique comme moyen de régulation des apprentissages moteurs en EPS : Modalités d’exploitation d’une ingénierie techno-didactique en situation d’enseignement apprentissage à l’école élémentaire et au collège selon les types d’activités physiques." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0319/document.
Over past decades the introduction and evolution of new technologies enablesto consider the inclusion of ICT in the teaching of Physical & Sports education and inthe development of instrumented learning processes. The objective of the study aimsat analyzing the use of a computer-video artefact for the different steps of learningwhen practicing physical activities, which can have contrasted specificities. We defineda model for the instrumentation of the package, for their artefact appropriation and theireffective use of it, with three teachers from first degree and three others fromsecondary. We observed that the use of computer-video based feedback differsdepending on the student’s autonomy and on the initial curriculum of the teacher.Besides, this study highlights the difficulty for some secondary students to work inautonomy when faced to an autoscopy based pedagogical method, which reduces theefficiency of computer-video device
Alaoui, Fdili Othmane. "Optimisation multicritères de la qualité de service dans les réseaux de capteurs multimédia sans fil." Thesis, Valenciennes, 2015. http://www.theses.fr/2015VALE0016/document.
Thanks to the valuable advances in Micro Electro-Mechanical Systems coupled with their convergence to wireless communication systems, the Wireless Sensor Networks (WSN). In the WSN context, all the efforts are made in order to propose energy-efficient solutions. With the recent developments in CMOS technology, low-cost imaging sensors have been developed. As a result, a new derivative of the WSN, which is the Wireless Video Sensor Network (WVSN), has been proposed. The particularities of the video data as well as the inherent constraints of the nodes have introduced new challenges. In this thesis, we propose two cross-layer based solutions for video delivery over the WVSN. The first solution proposes a new energy efficient and adaptive video compression scheme dedicated to the WVSNs, based on the H.264/AVC video compression standard. The video stream is then handled by an enhanced version of MMSPEED protocol, that we propose and note EQBSA-MMSPEED. Performance evaluation shows that the lifetime of the network is extended by 33%, while improving the video quality of the received stream by 12%. In the second solution, we enrich our compression scheme with mathematical models to predict the energy consumption and the video distortion during the encoding and the transmission phases. The video stream is then handled by a novel energy efficient and improved reliability routing protocol, that we note ERMM. Compared to a basic approach, this solution is extending the network lifetime by 15%, while improving the quality of the received video stream by 35%
Ibrahim, Maha. "Usages pédagogiques des médias, des images et des technologies de l'information et de la communication (MITIC) et leurs effets sur la réussite éducative des étudiants." Thesis, Toulouse 2, 2017. http://www.theses.fr/2017TOU20082/document.
The objective of this research is to describe, in the context of university in Toulouse, the different educational uses of students in MIICT, in videos, and to better understand whether there can be a positive relationship between MIICT, video and educational success in order to be able to put the MIICT and video to contribute to improve significantly the levels of academic study of students. This research is especially important in our context where the appearance MIICT and the videos are more and more in pedagogy of higher education and where students are attending to the MIICT and videos in their practices more than teachers. The research framework is therefore structured around the concepts of the integration of MIITC and video in teaching and learning with MIICT, and factors of the educational success.To achieve our objectives, we used a quantitative approach. We administered a survey questionnaire to 554 students. It is clear from the results that, in general, the majority of students have an agreement in general positive of the contribution of MIICT and videos for teaching and active learning. Hence, an agreement, in general, favorable of the link between the use of MIICT and videos and educational success. The logical consequence of these results is that there is a significant relationship between MIICT/videos and educational success in university of Toulouse II
يهدف البحث الحالي إلى وصف مختلف الاستخدامات التعليمية للطلاب في الإعلام والصور وتكنولوجيا المعلومات والاتصالات mitic والفيديو، ضمن سياق جامعة تولوز 2، وإلى فهم أفضل ما إذا كان هناك صلة مواتية بين mitic والفيديو والنجاح التعليميّ، وذلك من أجل إمكانية وضع الـ mitic والفيديو للمساهمة في تحسين مستويات النجاح الدراسيّ الجامعيّ بشكل أكبر. يكتسب هذا البحث أهمية خاصة في سياق الدراسة حيث تظهر الـ mitic والفيديو بصورة متزايدة في طرق التّعليم الجامعيّ وحيث أنّ الطلاب يميلون بشكل ملحوظ لاستخدام أدوات التكنولوجيا في تطبيقاتهم وأنشطتهم التّعليمية بشكل أكتر من الأساتذة. يتمحّور إطار البحث حول مفاهيم دمج الـ mitic والفيديو في التدريس، والتّعليم ذات الصلة بتكنولوجيا الإعلام والمعلومات والاتصالات والفيديو، وعوامل النجاح التعليميّ. ولتحقيق أهدافنا، اتّبعنا المنهج الكميّ. حيث أجرينا استبيان ل 554 طالب جامعي. وتظهر النتائج أنّ غالبية الطلاب لديهم اتفاق إيجابي بالعموم حول مساهمة تكنولوجيا الإعلام والصور والاتصالات والمعلومات والفيديو من أجل تعلّم فعّال. هذا الاتفاق مواتٍ بالعموم للربط بين استخدام الـ mitic والفيديو وبين النجاح التعليميّ للطلبة. النتيجة المنطقية لهذه النتائج هي أنّ هناك علاقة كبيرة بين استخدام الـ mitic والفيديو وبين النجاح التعليميّ في سياق جامعة تولوز2
Oestreicher, Klaus. "Innovations stratégiques des industries en déclin : l’industrie des disques optiques en face de la technologie de rupture." Thesis, Paris 10, 2012. http://www.theses.fr/2012PA100152/document.
The replication industry of optical discs is threatened in its existence and confronted with permanent decline. Its core product, CD and DVD, is replaced by virtual services. The Internet facilitates the dematerialisation of the physical product: A new technology has shaped a different form of consumption.This research by case study presents the case of European firms of this industry and their innovations in the effort to escape the threat of obsolescence. The objective of this research is to find an answer to the central questions, “how” and “why” the replicators of optical discs innovate during decline and whether their innovations are effective to enable the firms’ survival.The discoveries of this qualitative study are categorised in various ways: They are studied by the concepts of conventional logic vs logic of value innovation, the transilience map and further relevant theories (Kim et al. 2005, Abernathy et al. 1984). The system of geometries of strategy is used as analytical structure (Keidel. 2010). The main result is that this industry cannot survive in its present structure, since the majority of its innovations is subject to the effect of a multiple lock-in: Technology, market linkages and the lack of managerial motivation/qualification are the main reason that this industry’s innovation is by its majority incremental. The necessary innovation during decline is eliminated here
Song, Le. "Multimodal Interactional Practices in Live Streams on Twitter." Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAT019.
As an emerging form of mediated interaction, live streaming has become a rapidly growing practice that combines the technical and interactional features of video-mediated interaction and multi-party chat. Live streaming with mobile devices on multiple platforms has thus been a practice in which streamers and viewers interact in highly asymmetric forms—the streamer's video display and the viewer's written text. This doctoral dissertation focuses on live streams as interactional phenomena from a sequential perspective. Drawing on video-recorded data from ordinary users' naturally unfolding activities in daily life-oriented live streams on Twitter (now ‘X') and taking ethnomethodology and conversation analysis (EMCA) as its theoretical and methodological perspective, the thesis explores how the use of multiple (e.g., spoken, written and embodied) resources, as well as the manipulation of affordance of the devices in establishing the participation framework of live streaming interactions and achieving different joint actions stepwise. The dissertation consists of four main research articles, each focusing on a typical interactional phenomenon in live streaming. All of the articles have been published or are under review. Article I investigates the openings of live streaming. Unlike phone conversations with a canonical opening sequence, live stream openings appear more variable, with laminated participation frames, although there is usually a recognizable "installation" phase where the stream activity begins. We also identified interactional concerns in the opening, that is, the streamers' wait for an adequate audience, their collective and individual management of viewers within a guest/host relationship, and the concern of participants regarding the immediate intelligibility of the stream. Article II discusses how streamers and viewers manage attention and engagement through noticing-based actions. It looks at how streamers and viewers produce noticing sequences and noticing-based sequences, and how the orientation towards noticing may lead to a distinctive form of ‘noticing effervescence.' Article III inspects the activity of tasting in live streaming, re-examining tasting in this particular ecology as an interactive process that combines individual sensory experience with a public, witnessable, and intersubjective dimension. Article IV investigates the organization of closing sequences in live streaming. It shows that while participants can be seen to orient to the sequential organization of closings in ordinary conversation, they do so in a way that is particularly sensitive to the affordances of live video streams. The thesis thus provides a systematic analysis of the most characteristic interactional properties of live streaming
Baradel, Fabien. "Structured deep learning for video analysis." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI045.
With the massive increase of video content on Internet and beyond, the automatic understanding of visual content could impact many different application fields such as robotics, health care, content search or filtering. The goal of this thesis is to provide methodological contributions in Computer Vision and Machine Learning for automatic content understanding from videos. We emphasis on problems, namely fine-grained human action recognition and visual reasoning from object-level interactions. In the first part of this manuscript, we tackle the problem of fine-grained human action recognition. We introduce two different trained attention mechanisms on the visual content from articulated human pose. The first method is able to automatically draw attention to important pre-selected points of the video conditioned on learned features extracted from the articulated human pose. We show that such mechanism improves performance on the final task and provides a good way to visualize the most discriminative parts of the visual content. The second method goes beyond pose-based human action recognition. We develop a method able to automatically identify unstructured feature clouds of interest in the video using contextual information. Furthermore, we introduce a learned distributed system for aggregating the features in a recurrent manner and taking decisions in a distributed way. We demonstrate that we can achieve a better performance than obtained previously, without using articulated pose information at test time. In the second part of this thesis, we investigate video representations from an object-level perspective. Given a set of detected persons and objects in the scene, we develop a method which learns to infer the important object interactions through space and time using the video-level annotation only. That allows to identify important objects and object interactions for a given action, as well as potential dataset bias. Finally, in a third part, we go beyond the task of classification and supervised learning from visual content by tackling causality in interactions, in particular the problem of counterfactual learning. We introduce a new benchmark, namely CoPhy, where, after watching a video, the task is to predict the outcome after modifying the initial stage of the video. We develop a method based on object- level interactions able to infer object properties without supervision as well as future object locations after the intervention
Flandin, Simon. "Analyse de l’activité d’enseignants stagiaires du second degré en situation de vidéoformation autonome : contribution à un programme de recherche technologique en formation." Thesis, Clermont-Ferrand 2, 2015. http://www.theses.fr/2015CLF20013/document.
This thesis reports on a research included in the empirical and technological program of "course-of-action", a program of cognitive anthropology jointly endorsing (i) an epistemic aim by producing concepts on human activity and (ii ) a transformative aim by designing aids enhancing the improvement of that activity. The thesis is part of a particular strand to video-enhanced teacher development. The research which it reports builds on previous work describing, analyzing and modeling the activity of beginning teachers in order to better understand the challenges they face and help them cope better. It especially follows on those that led to the design of NéoPass@ction (neo.ens-lyon.fr), an online video-enhanced device based on the modeling of the evolution of the typical activity of secondary school beginners in a situation identified as critical : entrying into the classroom and getting students to work. The main aim of the thesis is the systematic study of the activity of trainee teachers of secondary school in a situation of autonomous use of NéoPass@ction. Its secondary aim is the exploratory study of the influence of this autonomous video-enhanced training on teaching activity in the classroom. The thesis thus aims to (i) investigate the modality of autonomous videoenhanced training, an empirically original object; (ii) contribute to the knowledge of activity and of learning conditions for teachers in video-enhanced situations, that are mainly studied from intermediate objects and rarely in a fine-grained and holistic way; (iii) feeding a design-in-use process of NéoPass@ction; and (iv) make technological propositions for the design and implementation of video-enhanced devices and training sessions. Six trainee teachers participated in the study by two autonomous uses of NéoPass@ction, forty-five minutes each, and by hosting the researcher three times in their classroom. Four types of data were collected: observation data (i) of video-enhanced training activity (dynamic screen captures) and (ii) of teaching activity (video recordings); and interview data (iii) of re-situation using digital traces of the video-enhanced training activity and (iv) self-confrontation to classroom recordings. The results (i) identify typical structures of different levels in the organization of the activity in the situations of NéoPass@ction use; (ii) show matches between activity expected by the designers and actual activity performed by the teachers, but also offsets motivating design developments; (iii) model a typical learning process (iv) articulating exploration sequences (device-oriented) and inquiry sequences (work-oriented), (v) involving various levels of mimetic immersion corresponding to various types of inquiry, (vi) opening inquiry sequences consisting in the joint and spontaneous identification and evaluation of significant couplings [issue / action], (vii) resulting in the typification of the couplings perceived and evaluated as viable and “enviable”, and (viii) that can foster vocational growth and generate significant echoes in teaching situations. A first level of overall discussion of the results mobilizes primarily semiotic and narratological concepts and presents completed and possible design arrangements of NéoPass@ction; a second level repositions the results in the state of empirical and technological art and makes propositions for video-enhanced design
Ahmad, Jdid Farah. "Le design interactif et l'interaction comme un futur scénario de la scénographie numérique pour le spectacle vivant et le théâtre (Du spectateur au ₀ spect-acteur ε)". Electronic Thesis or Diss., Paris 8, 2016. http://www.theses.fr/2016PA080061.
This thesis highlights the great evolution of the art of staging and studies the relationship between the scenery and the digital technology from the standpoint of design. It focuses on its role in the future of the scenography. The scenography is used among the digital technologies; we choose the "VR"virtual reality technology as a tool to create the scenery of the theatre to enrich the viewer's presence. The concern from the beginning of our research was about; how to enhance the sense of presence in the viewer to the decor of a theatrical art.It is very important for us to succeed in creating a theatrical setting in which the spectator becomes an actor or rather a “Spect- actor”. Research has highlighted a few examples that used the virtual technology in the scenography. We then tackle the critiques of this technology made by researchers in the theatre. Many opinions that oppose the integration of this technology in theatre give arguments related to the danger of the immersion. The thesis highlights the interaction as a second founding characteristic of the "VR" offsetting the passivity of immersion. Then we approach the subject of the interactive design.In order to create a vision of the world of the staging in the future, we adapt the story of Alice in Wonderland to create our project Helping Alice. This allows spec-actors to interact with virtual elements of an interactive animation within a framework of collaborative video game. A group of 3 “Spect- actors” everyone participate to change the view of the scenery but also to choose the colour. We consider that the mediatized scene creates a sense of presence among the public so that interaction is the key that enriches the received feeling
Roy, Didier. "Optimisation et personnalisation des parcours d'apprentissage à l'aide des technologies numériques." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1017/document.
Since the "Plan Informatique Pour Tous" in 1985, digital technologies occupy an increasingly importance in education: digital textbooks, dynamic geometry software, learning games, e-learning, blended learning, MOOC, flipped classrooms, educational robotics, etc.The aim of our work is to show that some of these technologies can contribute to improve learning, boosting learning contents, emphasizing student motivation by proposing devices suitable for distance learning and personalizing learning paths.The stakes of these issues are important. The need to motivate students and personalize learning is more and more crucial. These are major assets to reduce dropout and promote equal opportunities.Objectives of our work before 2011:- Gamify contents to make them more motivating.- Visualize concepts by using digital objects.- Virtualize learning objects in order to reduce physical constraints to work methods, to overcome handling difficulties and disability situations.- Provide tools for interactivity, visualization, computer algebra and geometry for computer environments learning (distance learning platforms, software).- Provide tools for monitoring user activity in order to better track their progress, to follow them with precision, to making them more autonomous.- Experiment with objects both digital and tangible such as robots, to assess their impact in learning.- Build new textbooks by accompanying them with digital devices.This work was continued in recent and more research-driven work.Objectives of our work from 2011:- Optimize and personalize learning by using artificial intelligence and machine learning algorithms.- Use tangible objects such as robots, that students can manipulate and program, to approach learning differently to provide concrete environment to build new concepts
Dovgalecs, Vladislavs. "Indoor location estimation using a wearable camera with application to the monitoring of persons at home." Thesis, Bordeaux 1, 2011. http://www.theses.fr/2011BOR14384/document.
Visual lifelog indexing by content has emerged as a high reward application. Enabled by the recent availability of miniaturized recording devices, the demand for automatic extraction of relevant information from wearable sensors generated content has grown. Among many other applications, indoor localization is one challenging problem to be addressed.Many standard solutions perform unreliably in indoors conditions or require significant intervention. In this thesis we address from the perspective of wearable video camera sensors using an image-based approach. The key contribution of this work is the development and the study of a location estimation system composed of diverse modules, which perform tasks ranging from low-level visual information extraction to final topological location estimation with the aid of automatic indexing algorithms. Within this framework, important contributions have been made by efficiently leveraging information brought by multiple visual features, unlabeled image data and the temporal continuity of the video.Early and late data fusion were considered, and shown to take advantage of the complementarities of multiple visual features describing the images. Due to the difficulty in obtaining annotated data in our context, semi-supervised approaches were investigated, to use unlabeled data as additional source of information, both for non-linear data-adaptive dimensionality reduction, and for improving classification. Herein we have developed a time-aware co-training approach that combines late data-fusion with the semi-supervised exploitation of both unlabeled data and time information. Finally, we have proposed to apply transformation invariant learning to adapt non-invariant descriptors to our localization framework.The methods have been tested on controlled publically available datasets to evaluate the gain of each contribution. This work has also been applied to the IMMED project, dealing with activity recognition and monitoring of the daily living using a wearable camera. In this context, the developed framework has been used to estimate localization on the real world IMMED project video corpus, which showed the potential of the approaches in such challenging conditions
Hourbette, Danièle. "Genre et usages des TIC. Une étude de cas dans une école d'ingénieur en agronomie." Phd thesis, Université René Descartes - Paris V, 2010. http://tel.archives-ouvertes.fr/tel-00633217.
Bahga, Arshdeep. "Technologies for context based video search." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33824.
Hepburn, Marian. "Investigating the potential for new media and new technologies in design and technology undergraduate education." Thesis, Loughborough University, 2012. https://dspace.lboro.ac.uk/2134/10923.
Hemlin, Billström Adam, and Fabian Huss. "Video Integrity through Blockchain Technology." Thesis, KTH, Radio Systems Laboratory (RS Lab), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211532.
Den ökande funktionaliteten hos dagens smarta mobiltelefoner ger användare möjligheten att direktsända video. Det förekommer en ökande oro när det kommer till videors äkthet och huruvida en video är original eller inte. Ur en konsumentsynpunkt är det nämligen väldigt svårt att bedöma huruvida det går att lita på videon, om det är originalvideon eller om det bara är så att videon är tagen ur sitt sammanhang. Detta examensarbete på Master-nivå kommer att undersöka en metod för att verifiera att direktsänd media är oförändrad. Huvudsyftet med arbetet var att ta fram och utvärdera en prototyp som kan säkerställa oföränderlighet inom direktsänd video samtidigt som videon spelas in på mobilenheten. Prototypen har dessutom en webbaserad verifieringsplattform som kan verifiera och säkerställa huruvida videon (media) är oförändrad. Blockkedjeteknologin har den inbyggda egenskapen att kunna spara data i en kronologisk sammanlänkad ordning av händelser. Den skapar databas som inte kan ifrågasättas. Genom att använda kryptografisk hashning tillsammans med blockkedjetekniken kan en Android mobilenhet skapa kryptografiska hashar av videodata under tiden som videon spelas in och simultant skicka dessa hashar till en blockkedja. Samma video tas sedan isär i prototypens verifieringsfunktion. Verifieringsfunktionen skapar sedan hashar på samma sätt som i mobilenheten för att kunna jämföra dessa hashar mot de hashar som kan hämtas från blockkedjan. Prototypen är fungerande men saknar viss eftersträvad funktionalitet. Prototypen är begränsad på det sätt att mobilenheten inte kan signera de hashar som genereras. Den saknar även möjligheten att kommunicera över HTTPS protokollet samt att processen för att verifiera videomaterial är alldeles för långsam för att kunna användas i en verklig produkt.
Le, Bellu Sophie. "Capitalisation des savoir-faire et des gestes professionnels dans le milieu industriel : mise en place d’une aide numérique au compagnonnage métier dans le secteur de l’énergie." Thesis, Bordeaux 2, 2011. http://www.theses.fr/2011BOR21825/document.
In large industrial companies, the transmission of the embodied in professional practices traditionally takes place as part of a series of training courses given by former operators and of journeyman practices implemented directly on site. This situation will undoubtedly change, because nowadays many companies are facing the problem of a massive departure of operators into retirement. This requires, on the one hand, the preservation of the appropriate professional gestures for the maintenance of aging technical plant, and on the other hand an adaptation of the professional gestures to technological evolution. In the energy sector, Electricité de France (EDF) is also confronted with this issue of the evolution of these journeyman practices. For the company, the situation is rendered more complex as a result of highly variable practices due to the presence of almost one hundred power generation plants with a wide geographic distribution, and with diversified generation methods involving different cultural practices (nuclear, thermal, hydraulic).The present research addresses two objectives:(1) On the theoretical level, we sought to understand, based on field data, the nature of the explicit and implicit transmission and formalization of knowledge underlying the performance of professional gestures. This takes place: - on the one hand, by means of the confrontation of the existing approaches in the different schools, at international level, with the empirical reality; - and, on the other hand, by means of the identification of the gap in the literature as concerns the treatment and modelling of tacit knowledge and embodied know-how as compared to the practical requirements of transmission.(2) On the practical level, we sought to develop an approach to situational learning of embodied know-how by exploring the recourse to digital ethnography tools. This aims:- on the one hand, to perpetuate the knowledge linked to the gestures;- and, on the other hand, to devise a method for the creation of structured, video-based educational supports. This practical phase has afforded the opportunity to test our models on real life cases. The combination of technical, theoretical and methodological tools we applied has led to the design of several products.We designed, and tested on the field, a method for the capture and analysis of professional gestures. This method is based on dual video recordings: an external camera and a subjective camera mounted on the safety helmet of the operator performing the gesture. This recording is coupled to a specific protocol of oral expression whilst performing the gesture.We also modelled, tested and formalised a teaching resource in an educational setting: the Multimedia platform for APprenticeship (MAP). It is based on a decomposition and structuring of the gesture illustrated primarily by annotated video but also by means of functional schematics images, photos, etc. This decomposition results from the analysis of the gesture carried out upstream and based on Russian Activity Theory and Perceived Quality.These two products provide an operational chain intended for the trainers of EDF’s Training Division, for the capture and transmission of the tacit and explicit knowledge involved in professional gestures. The incorporation of the MAP into EDF’s educational system, in real life training sessions, has been very positively evaluated and received by both trainers and trainees. In May 2011 it was decided to launch the industrialization phase of the method and the MAP throughout the company
Velez, Diogo Henrique Gomes. "A technology market transfer for the zonadvanced video technology." Master's thesis, NSBE - UNL, 2009. http://hdl.handle.net/10362/9499.
This work project’s objective is focused on developing a Technology Market Transfer for the implementation in an international market, France, of a Video Home Telephone Service which technology belongs to Zonadvanced, a company that works on a B2B Basis and aims at providing Telecommunications solutions for the B2C market. As a Management Masters student I have performed a complete analysis of the firm, product, and environment. The B2B market for the product is National Telecommunications Operators and the B2C market is people having Fixed Home Telephone. The competitors are other Telecommunications Devices that allow communication through Fixed Networks or Mobile Networks. The Core Service of the product is executed through software for Telephones. Zonadvanced should launch its product as a new Video Technology used to provide Free Telephone Calls to the User through advertisement revenues to satisfy the need of paying low Telephone bills to talk freely. The service is meant to satisfy the communication needs of people who want face-to-face communication through Video Calls. The last need is the informational one, services will be provided by a Virtual Portal. The Communication efforts were concentrated on the B2B perspective, a Pull Strategy will be used through Personal Selling. Zonadvanced will insure the Distribution of the product between its headquarters and the Telecommunications Operator headquarters. The pricing will be cost based. The Implementation will involve the settlement of headquarters in France, the product launch is scheduled for September 2009, and Payback will be reached 1 year and four months after the launch.
Klaghstan, Merza. "Multimedia data dissemination in opportunistic systems." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSEI125/document.
Opportunistic networks are human-centric mobile ad-hoc networks, in which neither the topology nor the participating nodes are known in advance. Routing is dynamically planned following the store-carry-and-forward paradigm, which takes advantage of people mobility. This widens the range of communication and supports indirect end-to-end data delivery. But due to individuals’ mobility, OppNets are characterized by frequent communication disruptions and uncertain data delivery. Hence, these networks are mostly used for exchanging small messages like disaster alarms or traffic notifications. Other scenarios that require the exchange of larger data are still challenging due to the characteristics of this kind of networks. However, there are still multimedia sharing scenarios where a user might need switching to an ad-hoc alternative. Examples are the cases of 1) absence of infrastructural networks in far rural areas, 2) high costs due limited data volumes or 3) undesirable censorship by third parties while exchanging sensitive content. Consequently, we target in this thesis a video dissemination scheme in OppNets. For the video delivery problem in the sparse opportunistic networks, we propose a solution that encloses three contributions. The first one is given by granulating the videos at the source node into smaller parts, and associating them with unequal redundancy degrees. This is technically based on using the Scalable Video Coding (SVC), which encodes a video into several layers of unequal importance for viewing the content at different quality levels. Layers are routed using the Spray-and-Wait routing protocol, with different redundancy factors for the different layers depending on their importance degree. In this context as well, a video viewing QoE metric is proposed, which takes the values of the perceived video quality, delivery delay and network overhead into consideration, and on a scalable basis. Second, we take advantage of the small units of the Network Abstraction Layer (NAL), which compose SVC layers. NAL units are packetized together under specific size constraints to optimize granularity. Packets sizes are tuned in an adaptive way, with regard to the dynamic network conditions. Each node is enabled to record a history of environmental information regarding the contacts and forwarding opportunities, and use this history to predict future opportunities and optimize the sizes accordingly. Lastly, the receiver node is pushed into action by reacting to missing data parts in a composite backward loss concealment mechanism. So, the receiver asks first for the missing data from other nodes in the network in the form of request-response. Then, since the transmission is concerned with video content, video frame loss error concealment techniques are also exploited at the receiver side. Consequently, we propose to combine the two techniques in the loss concealment mechanism, which is enabled then to react to missing data parts
Nimitbunanan, Narongchai. "Video conferencing using packet radio technology." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1997. http://handle.dtic.mil/100.2/ADA333417.
Cabral, Diogo Nuno Crespo Ribeiro. "Video interaction using pen-based technology." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2014. http://hdl.handle.net/10362/11503.
Video can be considered one of the most complete and complex media and its manipulating is still a difficult and tedious task. This research applies pen-based technology to video manipulation, with the goal to improve this interaction. Even though the human familiarity with pen-based devices, how they can be used on video interaction, in order to improve it, making it more natural and at the same time fostering the user’s creativity is an open question. Two types of interaction with video were considered in this work: video annotation and video editing. Each interaction type allows the study of one of the interaction modes of using pen-based technology: indirectly, through digital ink, or directly, trough pen gestures or pressure. This research contributes with two approaches for pen-based video interaction: pen-based video annotations and video as ink. The first uses pen-based annotations combined with motion tracking algorithms, in order to augment video content with sketches or handwritten notes. It aims to study how pen-based technology can be used to annotate a moving objects and how to maintain the association between a pen-based annotations and the annotated moving object The second concept replaces digital ink by video content, studding how pen gestures and pressure can be used on video editing and what kind of changes are needed in the interface, in order to provide a more familiar and creative interaction in this usage context.
This work was partially funded by the UTAustin-Portugal, Digital Media, Program (Ph.D. grant: SFRH/BD/42662/2007 - FCT/MCTES); by the HP Technology for Teaching Grant Initiative 2006; by the project "TKB - A Transmedia Knowledge Base for contemporary dance" (PTDC/EAT/AVP/098220/2008 funded by FCT/MCTES); and by CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/2011)
Amiard, Jean-François. "L’hybridation, de nouvelles formes cinématographiques amenées par les dernières technologies dans l’esthétique des films." Thesis, Paris 3, 2010. http://www.theses.fr/2010PA030039/document.
Hybridisation, which is overwhelmingly present in many fields, has particularly influenced the evolution of cinematographic art. Although the first generations of film-makers seemed to have invented everything in this new art form, the cinema has always borrowed from the most modern technologies and the latest forms of artistic expression, while at the same time the media were taking up a larger and larger place in our everyday lives. The study of the links between them, which multiplied over the decades, allows us to understand the mechanisms contributing to the gradual abolition of the dividing lines between the media and artistic disciplines. However, the present research is not limited to the examination of works resulting from the most recent technological developments, since it also refers back to the avant-garde pioneers of the 1920’s, who set the basis for hybridisation. It is therefore centered around two main axes : on the one hand, the historical axis since cinema history has been profoundly marked by the vicissitudes of our time, and on the other hand the pluridisciplinary axis, including diverse forms of artistic expression and various media. More specifically, amid the wealth of cinematographic productions, this study proposes to take stock of the state of hybrid cinema at the turn of the century, using a corpus composed of 12 films, made in France, the United States, Canada and Japan between 1983 and 2004 and which go hand in hand with Fritz Lang’s Metropolis [1927]. Finally, it can be seen that this study has been inspired by the numerous and pertinent works and reports which have preceded it
Pop, Ionel. "Détection des événements rares dans des vidéos." Thesis, Lyon 2, 2010. http://www.theses.fr/2010LYO22023.
The growing number of video data makes often difficult, even impossible, any attemptof watching them entirely. In the context of automatic analysis of videos, a recurring request is to identify moments in the video when something unusual happens.We propose several algorithms to identify unusual events, making the hypothesis that these events have a low probability. We address several types of events, from those generates by moving areas to the trajectories of objects tracked. In the first part of the study, we build a simple tracking system. We propose several measures of similarity between trajectories. These measures give an estimate of the similarity of trajectories by taking into account both spatial and/or temporal aspects. It is possible to differentiate between objects moving on the same path, but with different speeds. Based on these measures, we build models of trajectories representing the common behavior of objects, so that we can identify those that are abnormal.We noticed that the tracking yields bad results, especially in crowd situations. Therefore, we use the optical flow vectors to build a movement model based on a codebook. This model stores the preferred movement directions for each pixel. It is possible to identify abnormal movement at pixel-level, without having to use a tracker. By using temporal coherence, we can further improve the detection rate, affected by errors of estimation of optic flow. In a second step, we change the method of construction of this model. With the new approach, we can extract higher-level features — the equivalent trajectories, but still without the notion of object tracking. In this situation, we can reuse partial trajectory analysis to detect rare events.All aspects presented in this study have been implemented. In addition, we have design some applications, like predicting the trajectories of visible objects or storing and retrieving tracked objects in a database
Boudjema, Sophia. "Infections nosocomiales, comportement soignants et technologies innovantes." Thesis, Aix-Marseille, 2016. http://www.theses.fr/2016AIXM5055.
Nosocomial infections are responsible for thousands of deaths each year. Healthcare workers (HCW), patients and the hospital environment can be a source of contamination. Fomites such as cell phones, stethoscopes, tensiometers, ties, gowns and rings are used by HCW and may be contaminated. They become potential vectors that can be responsible for nosocomial infections. The HCWs hands' can also be a vector for the transmission of pathogens. Respecting all the rules of hand hygiene in everyday life is essential but can be binding for the HCW. In order to have a more accurate measurement of hand disinfection, an automatic measuring tool called MédiHandTrace® (MHT) was developed and patented. It makes it possible to trace the HCWs with tags into their shoe hoofs. MHT shows compliance rates below 50% and also that hand hygiene is individual. Also, we wanted to understand the reasoning of HCW with regard to their hygiene practices. Through the video, we have highlighted some singular behaviors of HCWs. Improving hand hygiene remains a priority. As a result, we introduced tools coupled with MHT, sent sms to the phones of HCWs showing their individual performance. Hand hygiene is a simple gesture, but its realization takes place in often complex care situations. Adherence to hand hygiene remains multifactorial, requiring new learning and communication tools to deliver simple and effective messages to HCWs
Potier, Victor. "La fabrique des "serious games", activité, normes, usages : du jeu dans les rouages de l’innovation pédagogique." Thesis, Toulouse 2, 2017. http://www.theses.fr/2017TOU20077.
Serious games meet a great success, especially in education where they intend to transform the learners’ activity. The serious games are playful devices, which are often based on the cultural codes and appearances of video games in order to transmit a set of knowledges and professional skills. This is a significant cultural switch: to transpose the game to working activity with the intention of exploiting the pedagogical potential of the playing activity. But the serious game can only exist through the coordination of various social worlds from public and private sectors. It operates technical mediations during mutual determination of the innovation’s interest and translation operations, so that innovation actors manage to stabilize wide sociotechnical chains until the game arrives in the classroom where learners and teachers shape its frame of use. Therefore, the question of its usage raises an issue encompassing the one about class's academic activity; how does the game fits in the heart of the professional’s activity? The use of the serious games are tensed by technical, political, professional, market and scientists' dimensions. This thesis is co-financed by the Region Midi-Pyrénées and the INU J.-F. Champollion in Albi. It aims at converging the sociology of activity, use, public policies and markets to analyze the development and use of a serious game, Mecagenius®, developed at the INU Champollion in Albi by the Serious Game Research Lab team. By focusing on the video-ethnographic analysis of use, semi-directive interviews and analysis of a grey literature corpus, it focuses on actors’ activity: their coordination, the way they use the serious game and the ability of the game to transform their activity
Samson, Duncan, Helmut Linneweber-Lammerskitten, and Marc Schäfer. "VITALmaths - Transforming learning experiences through mathematical video clips." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-83027.
Kozica, Ermin. "Paradigms for Real-Time Video Communication and for Video Distribution." Doctoral thesis, KTH, Ljud- och bildbehandling, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-32203.
QC 20110411
Stinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.
Davison, Richard Gordon. "Augmenting patient therapies with video game technology." Thesis, University of Newcastle upon Tyne, 2016. http://hdl.handle.net/10443/3495.