Дисертації з теми "Vidéos sur Internet – Psychologie"
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Berry, Vincent. "Les cadres de l'expérience virtuelle : Jouer, vivre, apprendre dans un monde numérique : analyse des pratiques ludiques, sociales et communautaires des joueurs de jeux de rôles en ligne massivement multi-joueurs : Dark Age of Camelot et World of Warcraft." Paris 13, 2009. http://scbd-sto.univ-paris13.fr/secure/ederasme_th_2009_berry.pdf.
Повний текст джерелаThis study analyzes the practice of French-speaking gamers of Dark Age of Camelot and World of Warcraft. Who are the players? What kind of game do they play? What meanings do they bring to their practices? Based on quantitative (questionnaires) and qualitative data (interviews and observations), the first part describes the gamer population in terms of age, gender and social class. Being a man or a woman, a teenager or an adult, being employed, a student or unemployed, being a fan of fantasy or not, a multitude of variables structure the gamers’ practices. Secondly, the activity is analyzed with respect to game and leisure theories. Being spaces of confrontations and make believe, MMOs are also “carnavalesque” universes allowing a certain loosening of social control. The third part analyzes the place of the game within social, family, parental and romantic life. For some gamers, the MMO is practised with "friends" in a cybercafe, after school. For others, it is a solitary practice, at night, upon finishing a “difficult day at work”. In other instances, it is a practice played by a couple, weekends only. Against the postmodern thesis of cyberspace as a process of “derealisation” of the world, social networks are constructed in the game and also in "real life". These social networks are moment of "socialization by friction" and "social experiences" which have effects on the construction of knowledge and the way that the gamers think of the social world. This study therefore shows how, by proposing "careers", these "game worlds" are spaces of informal learning but also of transformation of video-play habitus and of new frame analysis
Pithon, Lucas. "Twitch.tv : de la consommation de contenu à la recherche de contenance ? : exploration des enjeux psychologiques des jeunes adultes spectateurs d’un réseau interactif de diffusion de contenu en direct." Electronic Thesis or Diss., Angers, 2024. http://www.theses.fr/2024ANGE0039.
Повний текст джерелаThis thesis examines how Twitch.tv, a live streaming platform, fits into the context of hypermodernity and influences the passage to adulthood. In a world where traditional points of reference are shifting under the impact of social and technological transformations, this research analyzes how young adults invest in live streams to find narcissistic support, and weave new forms of social ties. Combining quantitative and qualitative approaches, the study reveals that Twitch.tv becomes a place of re-enchantment and identity construction, offering both narcissistic support and a framework for collective engagement. This thesis sheds new light on contemporary psychosocial dynamics, illustrating the central role of the digital in the complex process of becoming an adult in the hypermodern age
de, Cuetos Philippe. "Streaming de Vidéos Encodées en Couches sur Internet avec Adaptation au Réseau et au Contenu." Phd thesis, Télécom ParisTech, 2003. http://pastel.archives-ouvertes.fr/pastel-00000489.
Повний текст джерелаUllah, Muhammad Muneeb. "Représentations statistiques supervisées pour la reconnaissance d'actions humaines dans les vidéos." Rennes 1, 2012. https://tel.archives-ouvertes.fr/tel-01063349.
Повний текст джерелаDans cette thèse, nous nous occupons du problème de la reconnaissance d'actions humaines dans les données vidéo réalistes, telles que des films et des vidéos en ligne. La reconnaissance automatique et exacte des actions humaines dans une vidéo est une capacité fascinante. Les applications potentielles vont de la surveillance et de la robotique au diagnostic médical, à la recherche d'images par le contenu et les interfaces homme-ordinateur intelligents. Cette tâche constitue un grand défi à cause des variations importantes dans les apparences des personnes, les fonds dynamiques, les changements d'angle de prise de vue, les conditions de luminosité, les styles d'actions et d'autres facteurs encore. Les représentations de vidéo statistiques basées sur les caractéristiques spatio-temporelles locales se sont dernièrement montrées très efficaces pour la reconnaissance dans les scénarios réalistes. Leur succès peut être attribué à des hypothèses favorables, relatives aux données et à la solidité par rapport à plusieurs variations dans la vidéo. De telles représentations, encodent néanmoins souvent des vidéos par un ensemble désordonné de primitifs de bas niveau. La thèse élargit les méthodes actuelles en développant des caractéristiques plus distinctives et en intégrant un contrôle additionnel dans les sacs de caractéristiques basés sur les représentations vidéo, visant à améliorer la reconnaissance d'actions dans des données vidéos sans contrainte et particulièrement difficiles
Ghareeb, Majd. "Approche multi-chemins utilisant l'évaluation de la qualité pour le vidéo-streaming dans les réseaux overlay." Rennes 1, 2011. http://www.theses.fr/2011REN1S086.
Повний текст джерелаLes applications de streaming vidéo continuent de susciter un grand intérêt auprès des utilisateurs de l’Internet. Pour répondre à cette demande croissante, il convient de développer des solutions pour satisfaire aux exigences de ces applications en termes de contraintes tempsréel, besoins de bande passante, de support de la qualité de service (QoS), etc. Les solutions proposées dans cette thèse s’appuient sur des réseaux overlay et plus particulièrement les VDN (Video Distribution Networks) en exploitant au mieux l’existence potentielle de plusieurs chemins de transmission de vidéos entre la source et les terminaux récepteurs. La sélection des chemins est effectuée en se basant sur les estimations de la bande passante disponible. L’autre intérêt de notre travail réside dans l’évaluation automatique de la qualité d'expérience (QoE) pour adapter le streaming aux changements des conditions dans les réseaux traversés et à l'hétérogénéité des terminaux. Par ailleurs, nous avons étudié différents mécanismes de codage vidéo : la norme H. 264/AVC, le codage SVC (Scalable Video Coding) et le codage MDC (Multiple Description Coding). Les résultats obtenus prouvent la pertinence et l'efficacité de notre approche multi-chemins pour le streaming vidéo dans les VDN. Ils montrent également la grande adaptabilité de nos solutions qui s’appuient sur les évaluations automatiques en temps réel de la QoE
Mazari, Ahmed. "Apprentissage profond pour la reconnaissance d’actions en vidéos." Electronic Thesis or Diss., Sorbonne université, 2020. http://www.theses.fr/2020SORUS171.
Повний текст джерелаNowadays, video contents are ubiquitous through the popular use of internet and smartphones, as well as social media. Many daily life applications such as video surveillance and video captioning, as well as scene understanding require sophisticated technologies to process video data. It becomes of crucial importance to develop automatic means to analyze and to interpret the large amount of available video data. In this thesis, we are interested in video action recognition, i.e. the problem of assigning action categories to sequences of videos. This can be seen as a key ingredient to build the next generation of vision systems. It is tackled with AI frameworks, mainly with ML and Deep ConvNets. Current ConvNets are increasingly deeper, data-hungrier and this makes their success tributary of the abundance of labeled training data. ConvNets also rely on (max or average) pooling which reduces dimensionality of output layers (and hence attenuates their sensitivity to the availability of labeled data); however, this process may dilute the information of upstream convolutional layers and thereby affect the discrimination power of the trained video representations, especially when the learned action categories are fine-grained
Badach-Allouche, Corinne. ""Psychothérapie" sur Internet ? : Contribution à une réflexion psychanalytique sur les nouvelles formes de communication." Nice, 2007. http://www.theses.fr/2007NICE2020.
Повний текст джерелаInfluenced by the speech of the science which maintains illusion that “all is possible” and erases any trace of negativity, the postmodern subject lost direction of limits and castration symbolic. In our individualistic society where all must go even faster, even further, the “dubious individual” finds himself only vis-a-vis his responsibilities. In “breakdown of the Other”, in search of direction and reference mark, it lets appear signs of brittleness. Thus were born from new forms of expression of the suffering and new pathologies such as the cyberdépendance and the contemporary depression. This work of psychoanalytical inspiration tries to show that Internet is revealing post-modern subject and in particular in terms of depression. Through some clinical cases, the author tries to explain the fascination of the Net surfer for the sites of psychology and theirs babillards electronic. In the light of the psychoanalytical approach, this work analyzes the suffering of the participants like a social symptom of faintness. This contemporary depression calls contemporary answers but is this virtual place of communication which evacuates the place of the subject, refusal reality and grants a dominating place to the imaginary one, one of these answers? This work proposes to reflect on the methods of a virtual clinic
Tordo, Frédéric. "Subjectivation, intersubjectivité et travail du lien dans le jeu vidéo de rôle en ligne massivement multijoueur." Thesis, Paris 10, 2012. http://www.theses.fr/2012PA100155/document.
Повний текст джерелаVideo games propose a new form of subjectivity concerning action in motion, which motor appears in fantasy organization. Auto-empathy will deploy: process by which a subject puts himself instead of the other-in-self, producing an internalized view of self in order to represent his subjective world. The mediation of self-empathy process in virtual worlds will allow the subject to identify with the figure that represents him in the virtual worlds, so that his attention and empathy for this figure are turned indirectly towards himself. This second stage of virtual empathy for a self-figure, which we call self-empathy mediated by an avatar or virtual self-empathy, favors in a third time the development of empathy for oneself. Finally, in a fourth step in the multi-player online role-playing games, the development of a new form of intersubjective relationship work is favored: differentiating rather than sexual, engaging the action in proto-conversations rather than emotions between players and emerging from fantasy domain, the other player being always represented by the subject before being seen creates between players a desire for intersubjectivity through which the desire for a meeting in the real world of another player by putting in a fantasy in which imaginary representations are turned into figuration, also imaginary, of a real subject behind another avatar
Wehbe, Houssein. "Transmission de flux vidéo en direct sur les réseaux pair-à-pair : optimisation de l'overlay et de la retransmission." Rennes 1, 2011. http://www.theses.fr/2011REN1S073.
Повний текст джерелаLive Streaming consists in distributing live media (video and audio) to large audiences over a computer network. Recently, a peer-to-peer (P2P) approach is used to ensure this service. It has the big advantage of seamlessly scaling to arbitrary population sizes, as every node that receives the video, while consuming resources, can at the same time offer its own upload bandwidth to serve other nodes. Providing a live streaming service based on a P2P approach, presents many challenges due to the unpredictable behavior of the system users. The aim of this thesis is to analyze these challenges and to propose a set of mechanism improving the video quality. Our contributions in this dissertation are twofold. First, we propose a P2P live streaming system called P-QOLS that ensures a smooth video display while reducing as much as possible the play-out delay. It is based on an overlay construction mechanism providing a set of optimized neighbors for each client. The results of simulations show this system efficiency in heterogeneous cases. Second, we propose a fast packet recovery mechanism ensuring a smooth video display. It consists in requesting the lost packets from a sender peer that is different from the original sender of these packets. The results of simulations show this mechanism efficiency when it is compared to the current mechanism
El, mouldi Sana. "Communautés virtuelles sur youtube : quand les marques s'associent aux youtubeurs." Thesis, Bordeaux, 2020. http://www.theses.fr/2020BORD0040.
Повний текст джерелаInfluence marketing is increasingly being used by companies in their digital strategies. This interest is explained by the effectiveness of influencers and their recommendations on consumer behaviour. This research focuses on Youtube subscribers' attitudes towards Youtubeur and brand partnerships. Two exploratory studies were conducted. Face-to-face interviews helped to better understand how Youtube works, to highlight the motivations of Internet users to subscribe to a channel and to identify the importance of the personality and attractiveness of the Youtubeur. A netnography was performed by analyzing three fashion and beauty channel videos that together total 2075 comments. The analyses revealed three types of attitudes : cognitive, affective and conative, towards the partnership, the Youtubeuse and the brand. Finally, a quantitative study was conducted to test the influence of the youtubeur’s credibility on subscribers' attitudes towards the brand, the video and their purchasing intention
Chainon, David. "L’effet de l’expertise sur l’expérience-utilisateur dans le cadre de l’utilisation des Serious Games." Thesis, Paris 10, 2017. http://www.theses.fr/2017PA100181/document.
Повний текст джерелаThis thesis aims to study the relation between the expertise in video games and the motivational and emotional aspects of the user experience in the context of using Serious Games. This research is articulated around two axes: a first axis concerning the construction and validation of an interest for Serious Game scale and an evaluative test of expertise in video games, and a second axis concerning the study of the relation between expertise in video games and user experience in Serious Games, or “useful games”. We propose a measure of expertise in video games based on the lexical, pictorial and semantic knowledge acquired in this practice, based on theories on expert memory, the theory of working memory and the theory of encyclopaedic memory. Otherwise, we propose a measure of interest for Serious Games. The development of theses scales resulted successively in validation of an interest scale in Serious Games – the IS2G scale- and an expertise in video games test –the TECEJV. Finally we propose to study the relationship between expertise in video games, and motivational aspects in the user experience. This work led us to demonstrate that there is an effect of Serious Game's expertise and type on the motivational and emotional aspects of the user experience in the context of using Serious Games. Indeed, the Serious Game's expertise and Gameplay significantly affect the situational interest maintained and the Flow. This new light has thus been built in the light of a context of learning via the Serious Games in full swing
Ogandaga, Ghislain. "Stratégies cognitives dans la recherche des informations Internet." Paris 5, 2008. http://www.theses.fr/2008PA05H026.
Повний текст джерелаThe study of information retrieval on the Internet is associated with the theory that human being is a physical symbol system or a system of mental représentations manipulation. Applaying this point of view in the first two experiments, we get results that are in contradiction with the fondations of the internaliste approach handling mental représentations but are quite consistent with that found in the littérature: correlations between the time of the Internet tasks and cognitive skills are not high, the level of experience does not distinguish novices from experts. In a third experiment, we change perspective and adopt an interactive viewpoint based on the idea of a direct linkage between perception and action (situated cognition) and from the basic steps performed in seeking an information target. We get three types of strategies according to the respect or not of the implementation of thèse steps. Thèse strategies emrge here and now from the interaction between the user net and the hypertext space without going through a generation of mental representations neither a large mobilization of cognitive resources. This interactive approach has important implications for the design of websites
Papinot, Emmanuelle. "Recherche de vidéos académiques dans les collections en ligne : approche ergonomique." Thesis, Toulouse 2, 2018. http://www.theses.fr/2018TOU20081.
Повний текст джерелаMore and more online environments dedicated to the dissemination of academic knowledge are integrating videos into their multimedia corpus. Compared to static or animated text or graphics, video usability has not yet been the object of scientific studies in psychology and cognitive ergonomics. Video search is part of the information seeking process. The theoretical framework of this dissertation is the Information Foraging theory (Pirolli & Card, 1999), which describes information seeking in a stochastic environment, based on a search built on intermediary information. Our main goal is to provide knowledge about users, with the initial hypothesis that a variety of video-seeking goals can coexist among users. This knowledge can help improve the usability of online environments.An exploratory study using a multi-methodological approach was carried out on the usability of an audiovisual online platform for higher education and research and on a multimedia virtual museum dedicated to the history of crime justice and punishments. The results show that: (a) the difficulties related to online video publishing directly impact video search on the user side, (b) it is relevant to distinguish the video as a media from the audiovisual document. The characteristic common to both platforms is that a majority of users use the platform as a way to educate themselves, which directly questions the interest and use of video as a vehicle of knowledge acquisition for specific purposes
Ben, Mimoun Mohamed Slim. "L'accès à l'offre sur un site web commercial : stratégies, performance et déterminants." Lille 1, 2007. https://pepite-depot.univ-lille.fr/LIBRE/Th_Num/2007/50374-2007-Ben_Mimoun.pdf.
Повний текст джерелаEtcheverry, Isabelle. "Les exigences cognitives de la recherche d'information sur internet et les difficultés liées à l'âge examinées sous l'angle de la recollection." Toulouse 2, 2009. http://www.theses.fr/2009TOU20074.
Повний текст джерелаConsidering the well-established fact that older adults perform less well than do young adults on episodic memory tasks, our thesis examined how older Internet users performed when they had to search for and then recollect information contained within Web pages. Three studies were conducted with a total of 81 young adults (18-30 years) and 79 older adults (60-81 years). In the study phase, participants completed information search tasks in Web pages. Tasks were either content-oriented (comprehension) or navigation-oriented (localisation). Participants were then given recognition tests using dual-process paradigms allowing us to assess recollection and familiarity (Remember/Know) and the retrieval of detailed and semantic representation (Verbatim-Gist). In one experiment the Web page presentation format was also manipulated and eye-tracking analyses were carried out to examine age effects as a function of tasks demands. Results showed that older users were less able to recognize and recollect items previously encountered in web pages and to retrieve specific information. However, source memory was not more impaired with age than item memory. Two other contributions of the work were firstly that older adults experienced difficulties in navigation-oriented tasks, but not in content-oriented search tasks; and secondly that memory process estimates proved to be appropriate in order to detect variations in information search tasks demands
Danet, Marie. "Sphères d'influence des schémas d'attachement sur Internet et dans la vie quotidienne." Thesis, Paris 8, 2014. http://www.theses.fr/2014PA080028/document.
Повний текст джерелаResearch suggests that attachment models influence friendships, romantic relationships and other relationships. The question remains as to the extent of their influence. Concordance between attachment representations of different relationships suggest a generalization of attachment patterns. In Study 1, we examine the possible influence of attachment representations on relationships established on the Internet. Study 2 explores generalization of attachment patterns in situations of everyday life, and the role of insecurity in excessive generalization and pervasiveness of attachment schemas. In study 1, 256 adults completed self-reports on line on attachment, the use of the Internet, and self-disclosure. An attachment interview was also administered to a subsample of 56 participants. The same interview was used in study 2, along with an interview on everyday behavior (N=89). Results show 1) associations between attachment and the social use of the Internet, 2) partial generalization of attachment to father and everyday behavior, and 3) a link between attachment to mother and flexibility in everyday behavior. Whereas implicit representations of attachment are associated with everyday behavior, explicit declarative attachment style is linked to reported behavior on the Internet. The limits, future perspectives, and clinical implications are discussed
Blais-Lecours, Sarah. "Modèle de l'association entre la consommation de cyberpornographie, le fonctionnement sexuel et la satisfaction sexuelle selon le genre." Doctoral thesis, Université Laval, 2017. http://hdl.handle.net/20.500.11794/28047.
Повний текст джерелаLaval, Marion. "Essai sur les contrats de jeux et paris." Toulouse 1, 2012. http://www.theses.fr/2012TOU10034.
Повний текст джерелаGambling has always been a controversial activity. Some consider it fun and attractive other find it devious and dangerous. This activity has been regulated by the Government because of this paradox. Therefore a system based on administrative authorizations was implemented giving exclusive rights to the three main actors of the sector : the ‘Pari mutual urbain’, the ‘Française des Jeux’ and casinos. As a result, the French gambling system is a monopolistic one. Because it is considered as a specific activity, the Government chose to limit legal actions by restricted civil right and to severely condemn infractions by a binding penal right. The recent evolution of gambling, mainly driven by the Internet usage, added to the European commission pressure, forced the legislator to intervene. In order to limit the proliferation of illegal gambling websites, he moved away from its initial politic and opened the gambling market to competition. The n°2010-476 law from the 12 of may 2010 appeared as a renewal of ancient rights whose rules were not adapted to modern times. Taking into consideration both players’ wishes and government’s interest, this law has a double ambition : to promote a secure and diversified market and to fight against illegal market players’ offer. If the law n°2010-476 from the 12 of may, relating to the gambling market opening to competition and its regulation, appears to mix new and past decisions, it is also giving us an opportunity, two yeas after its implementation, to analyze this sector before and after this law in order to appraise its benefits and its limits
Kouadio, Pémon. "Réception des communications médiatiques persuasives : influences non conscientes de la publicité digitale sur le comportement." Electronic Thesis or Diss., Aix-Marseille, 2019. http://www.theses.fr/2019AIXM0424.
Повний текст джерелаRecent theoretical models in the field of persuasive communication and media effects, argue that perceived and forgotten messages can be stored in a type of memory called the implicit or non-conscious memory. People use this kind of memory to form judgments and behaviors without being able to validly indicate the true determinants. Little research has been done in the field of information and communication sciences to understand reception processes and the "unconscious" effects of such messages. Depending on their semiotic content (image or word), how are they received, processed, memorized and used as a basis for future behavior? In a paradigm of information processing and implicit cognition, we used a mixed methodology to answer the problem of processes explaining the effects of quickly seen and rapidly forgotten advertisements on the actual behavior of Internet users
Passos, Gisele. "La vengeance du consommateur insatisfait sur Internet et l'effet sur les attitudes des autres consommateurs." Thesis, Paris 9, 2013. http://www.theses.fr/2013PA090006/document.
Повний текст джерелаThis doctoral research focuses on the phenomenon of dissatisfied consumers revenge on the Internet and the effect of this action on other consumers attitudes. Two qualitative studies and three experiments were performed. The results show that the dissatisfied consumer revenge on the Internet is widely approved and it adversely affects brand attitude. Individuals exposed to a revenge on the Web, show feelings of empathy and admiration for the avenger and his action. The good news for brands is that there are ways to counteract this effect
Abousabea, Emad Mohamed Abd Elrahman. "Optimization algorithms for video service delivery." Electronic Thesis or Diss., Evry, Institut national des télécommunications, 2012. http://www.theses.fr/2012TELE0030.
Повний текст джерелаThe aim of this thesis is to provide optimization algorithms for accessing video services either in unmanaged or managed ways. We study recent statistics about unmanaged video services like YouTube and propose suitable optimization techniques that could enhance files accessing and reduce their access costs. Moreover, this cost analysis plays an important role in decision making about video files caching and hosting periods on the servers. Under managed video services called IPTV, we conducted experiments for an open-IPTV collaborative architecture between different operators. This model is analyzed in terms of CAPEX and OPEX costs inside the domestic sphere. Moreover, we introduced a dynamic way for optimizing the Minimum Spanning Tree (MST) for multicast IPTV service. In nomadic access, the static trees could be unable to provide the service in an efficient manner as the utilization of bandwidth increases towards the streaming points (roots of topologies). Finally, we study reliable security measures in video streaming based on hash chain methodology and propose a new algorithm. Then, we conduct comparisons between different ways used in achieving reliability of hash chains based on generic classifications
Ben, Amor Imen. "Effets de la présentation d'un prix sur la justice perçue : cas des prix complexes dans le cadre d'un achat sur Internet." Thesis, Paris 9, 2013. http://www.theses.fr/2013PA090077/document.
Повний текст джерелаOne of e-commerce development implications is the metamorphosis of all marketing-mixaspects. Especially, new price forms have emerged, leading both academicians and managers to deal with new challenges. Prices with more than one component, known as complex prices, become the main form used within this channel. The dominant stream of marketing research interested within this area has focused on cognitive biases that affect complex price judgments. Most researchers have recommended managers to use this form of price in a manner that reduce perceived price, and therefore enhance sales. Regarding the lack of research considering negative effects of such tactics, the principal aim of this work is to put the spotlight on complex price incidence on its perception within three aspects: (1) the determination of visual presentation forms that may damage this perception (2) the effects of such presentation forms on complex price perceived fairness, and consequently, on determinant variables such as offer value and purchase intentions (3) and the control of moderating variables associated with situational differences. The results of an experiment conducted on 504 respondents show the presence of a degradation of complex price perceivedfairness caused by its visual presentation form, with a determinant contribution of the process: procedural fairness is henceforth an essential pillar of an offer judgment
Dixon, Mélanie. "Exploration des manifestations de la négociation boursière excessive sur Internet et liens avec le jeu d'argent pathologique." Doctoral thesis, Université Laval, 2018. http://hdl.handle.net/20.500.11794/32023.
Повний текст джерелаFor over a century, authors in finance have suggested links between excessive stock trading and gambling. With the advent of the Internet, the accessibility of the stock market increased, thus creating a context that may facilitate excessive trading behaviors in online traders. Hence, the field of clinical psychology has begun to study excessive stock trading as a potential form of gambling problem. Recent studies in this vein have observed and compared various behaviors of excessive traders to gambling disorder. However, the current state of knowledge on the repertoire of excessive stock trading behaviors remains scarce. Via focus groups, the first study of this thesis explores the perceptions of a sample of online stock traders concerning the manifestations and consequences of an excessive online stock trading practice, and its links with gambling disorder. Thematic analysis results shed light on behavioral resemblances between excessive online stock trading and gambling disorder, namely an incapacity to control one’s behaviors and a tendency to chase losses. They also suggest the importance of assessing the context within which certain trading behaviors may occur, since it could occasionally constitute a temporary adaptation to market fluctuations. Via telephone interviews, the second study explores trading and gambling behaviors within a sample of online stock traders according excessive trading severity. Results show that compared to lower-risk online stock traders in the sample, higher-risk online stock traders manifest behaviors akin to gambling. Gambling behaviors in other types of gambling activities did not differ between groups. The findings suggest that high-risk online stock traders may get involved in the stock market more for gambling purposes than for investment. The results of this thesis contribute to a budding literature on the relatively new phenomenon of empirical and clinical interest that is excessive stock trading as a form of gambling problem on the stock market. They will help orient research and clinical practice to increase the adequacy and quality of services offered for this problem.
Herbaut, Nicolas. "Distribution de contenus collaborative basée sur une plateforme de fonctions réseaux virtualisées en tant que service." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0738/document.
Повний текст джерелаThe constant rise of Over-The-Top video consumption nowadays challenges the current Internetarchitecture. As an overwhelming majority of the bandwidth today is dedicated to the deliveryof video contents, Internet actors such as Content Providers, Content Delivery Network, InternetService Providers are forced to optimize their networks to support the Quality of Experience expectedby the End-Users . Such costly specialized networks participate to the so-called "ossification" of theInternet whichmakes the architecture harder to update, as the placement and dimensioning of linksand middleboxes may be hard to change in the future to support new use cases. Fortunately, thetrend of Virtualizating and Softwarizing the networks pushed by major Telco operators, vendors andstandardization bodies has given hopes that the computing and networking infrastructure can beeasily re-purposed. The agility promoted by technologies such as Network Function Virtualizationand Software Defined Networking makes it possible for middleboxes to be deployed as VirtualNetwork Functions that can run on "commercial off-the-shelf" hardware while having the networkmanaged by a logically centralized controller deploying network configurations on programmableforwarding devices.The goal of this thesis is to show how content distribution can be collaboratively improved thanksto Network Softwarization. First, we propose CDN-as-a-Service (CDNaaS), a complete solution tovirtualize a Content Delivery Network on top of a VNF-as-a-Service platform, adopted and evaluatedat large scale in the FP7 T-Nova European project. We elaborate on the interfaces, architecture anddesign choices made to implement the platform to support performance, automatic scaling andre-usability. Then, we propose two collaboration models allowing the content delivery actors to workjointly on improving End-User Quality of experience while fostering a healthy competition and a fairbalance of revenue. Finally, we study the challenges of NFV resource allocation for the vCDN serviceand propose several heuristics and algorithms to optimize the proposed solution in a cost-effectiveway. This thesis paves the way towards a collaborative content distribution allowing End-Users toaccess their content with the highest standards while contributing to a sound development of theInternet
Clément, Elisabeth. "Economie scripturale des adolescents : enquête sur les usages de l'écrit de lycéens." Caen, 2013. https://tel.archives-ouvertes.fr/tel-00911228.
Повний текст джерелаTeenagers write today in multiple formats, whether paper or digital. Their uses are not known precisely. An ethnographic investigation leads us to observe and meet with teens for two years in order to clarify their uses. Writing is approached here in terms of geography and information science in order to clarify its place in their life. This thesis tries to understand what role the writing plays in the process identity of adolescents in all the technical, social and spatial layouts and devices in which they are enrolled. The methodological and epistemological support is based on the notion of situation and the case thinking. Both detailed descriptions of writing situations and portraits of adolescents afford to identify their uses in most of their activities. With the survey results, we invite to reconsider the study of literacy and to pave the road for a geography of writing
Cadario, Romain. "Effets du bouche-à-oreille en ligne sur les décisions d’achat : le cas des avis de consommateurs sur plateforme Internet." Thesis, Paris 9, 2014. http://www.theses.fr/2014PA090047.
Повний текст джерелаOnline consumer reviews (OCR) are conceptualized as a specific form of online word-Of-Mouth, gathering both positive and negative information, numerical (ratings) and textual (comments) information, and which are driven by consumers for consumers on Internet plateforms. In this dissertation, we study the impact of OCR on purchase decisions. We consider two kind of information (numerical and textual OCR), two main metrics of OCR (the valence or average rating, and the volume or number of reviews) as well as two levels of analysis (purchase intentions and actual purchase decisions). The results from four empirical studies on both individual and aggregated data show that: (1) OCR may efficiently signal quality and reduce perceived risk for experience goods, (2) OCR volume and valence have a significant influence on purchase decisions, (3) the effects of OCR on purchase decisions may be lower or stronger according to different moderating factors that we take into account. Last, we discuss managerial implications about firms' online marketing strategies
Rodriguez, Nancy. "Identité, représentations de soi et socialisation horizontale chez les adolescentes âgées de 11 à 15 ans pratiquant l'expression de soi sur Internet." Electronic Thesis or Diss., Toulouse 2, 2014. http://www.theses.fr/2014TOU20043.
Повний текст джерелаResearch interest is high in adolescents’ self-expression online, digital culture and the use of Social Network sites and instant messaging. Practicing self-expression online provokes a girls’ infatuation. Based on developmental and interactionist approaches, the aim of this study is to analyze on the one hand, the meaning of teenage girls’ self-expression and self-disclosure online, and on the other hand, attempt to understand how topics of adolescence like identity development, self-concepts and self-expression online can be linked at the heart of the horizontal socialization. Our sample included 47 teenage girls, aged between 11 to 15 years. All of them are using Internet, Social Network Sites and instant messaging. Five tools were used to collect the data: a questionnaire regarding the uses of Internet, an open-ended question « Who Am I? » (Rodriguez-Tomé & Bariaud, 1980), the Self-Consciousness Revised Scale (Pelletier & Vallerand, 1990), the Toulouse Scale of Self-Esteem (Oubrayrie, De Léonardis, Safont, 1994), and the Groningen Identity Developmental Scale including a semi structured interview (Bosma, 1985, 1994; Lannegrand-Willems, 2008). According to our results, self-expression responds to three interrelated needs of teenage girls: 1/ to maintain contact with peers and to observe theirs practices; 2/ to obtain the approval of peers through online personal publications; 3/ to write their history for themselves. Girls which have high levels of social and public self-concepts are regularly practicing self-expression online (59.6%). Publication contents are focused on themselves. These girls want peer comments and approval, and write a part of their personal story for themselves. High levels of self-esteem and identity commitment are related to peer positive reactions on publications. Topics of identity development and self-concepts are closely related with self-expression online and peer relationships. Our analysis underlines an intersubjective balance between self and other. This research is exploratory in nature because of the lack of French studies in this area, and the limited sample. Nevertheless, it provides longitudinal and comparative promising perspectives
Sánchez, Romero Andrea Milena. "Les antécédents et les effets de l’ambivalence sur les intentions d’acheter des produits de luxe : le cas des millennials français." Thesis, Lille 1, 2018. http://www.theses.fr/2018LIL1A005/document.
Повний текст джерелаLuxury has an ambivalent nature: it is associated with excess and waste and also with beauty and pleasure. It elicits both favorable and unfavorable reactions among Millennials. They are attracted to luxury brands and products because they consider them as a means to reinforce their multiple identities (personal, social and digital) and to influence others. They access to luxury through unusual means such as promotional offers on the perfume, cosmetics and luxury ready-to-wear markets and websites where luxury products are discounted, rented or shared. Despite their attraction to luxury, Millennials try to limit the influence of money in their life, prefer alternative modes of consumption (renting, leasing or sharing, etc.) and are sensitive to prices and promotions. Millennials is a generational cohort that managers do not know well, hence the importance of studying the antecedents and consequences of its ambivalence towards luxury goods. In order to address this research topic, a survey was conducted among young adults aged from 18 to 25 years. The results show that the ambivalence towards luxury goods among young consumers is explained by the negative attitude towards money, by consumer's self-control and by the interaction of perceived expensiveness and deal proneness. Ambivalence affects attitudes towards products and is resolved through information seeking on brands and products
Pierdon, Baptiste. "Regard communicationnel sur le sentiment de solitude à travers Internet : des nouvelles solitudes numériques à "l'être-seul-ensemble"." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCH041.
Повний текст джерелаHannah Arendt defines solitude according to three different modes, thefirst is called "Solitude" and covers the situations in which we are with ourselves.In philosophy, this ontological dichotomy allows man to become self-conscious,and to dialogue with himself. Solitude allows the formation of thought. Thesecond mode defined by aren't is called the horror. This mode is illustrated by thefact that one can feel very alone in the midst of a crowd. Finally, the last modeexposed by the philosopher corresponds to what it specifies isolated. This modeappears when the person is concerned with the things of the world. This mode hasa political aspect. The person finds himself isolated when the others (with whomshe shares the same concern of the world) turn away from her. From the analysisgiven by Arendt we will put in parallel this distinction of forms of solitudes withour digital overexposure and our profusion of digital relations in our society.The Internet has become, in our life, in a very short time a part ofourselves. Every day we go to the virtual world for different reasons. We want toshare with our real friends our emotions, our experiences, our memories on socialnetworks like Facebook or Twitter. We search for "bargains", shop, go to virtualforums to "chat", use online messaging to continue interrupted conversationsearlier, or maintain a connection with a loved one find distant. Some people usethe Internet to meet people, to make friends, to live a normal and real life in thevirtual world. The question of loneliness has never been more present than it istoday, the fault of our individualistic society that undoes the bonds betweenpeople. It is in this context that the Internet appears a little like a savior. TheInternet offers the opportunity to bring people together, to create new socialrelationships, to create friendships, to give people who feel lonely out of solitude.But does the Internet really solve the problem of loneliness? Does itfundamentally change the relationship that individuals will have with each otherin the future? What impact on the real and / or virtual social relationships thatindividuals have?
Camateros, Caroline. "Évaluation d'une intervention par conférence web à l'intention d'aidantes d'un proche atteint de démence." Doctoral thesis, Université Laval, 2020. http://hdl.handle.net/20.500.11794/67883.
Повний текст джерелаThe World Health Organisation estimates that 76 million individuals will be living with a major neurocognitive disorder by 2030. In most cases, family caregivers will offer ever-increasing support to their loved ones as the disease progresses, often at the expense on their own wellbeing. There is a growing need for efficacious and accessible interventions aimed at decreasing the high rates of distress among family caregivers of individuals living with a major neurocognitive disorder. The objective of this thesis is to evaluate the effectiveness and acceptability of a web-conference based group intervention for these family caregivers. The intervention is offered in groups of 4 or 5 people and takes place once a week for 13 weeks. They are encouraged to develop and use emotional regulation strategies in order to diminish their psychological distress. The ultimate objective of such a program is to promote healthy coping strategies and stress management among caregivers, thus allowing them to continue caring for their loved ones. The introduction presents an update of the current literature on the impacts of the caregiving role. It then explores intervention programs that have been put into place to address these negative consequences of caregiving. Afterwards, the current knowledge on Internet-based interventions is presented and a review of studies that offer Internet-based interventions to family caregivers is conducted. Chapter 1 documents the implementation and acceptability of this web-conference based intervention. Results indicate that the majority of participants were comfortable using webconferences as a mode of communication and appreciated being able to participate from home. These findings are supported by a high participation rate. In Chapter 2, the effectiveness of the group intervention under study is evaluated. Results obtained from the 23 participants who completed the study suggest caregivers report fewer problem behaviours and are less reactive when confronted with these behaviours following the intervention. Furthermore, they perceive fewer negative aspects of the caregiving role. An increase in the use of positive revaluation as an emotion regulation strategy is also shown. Finally, the last chapter presents a global discussion of the results obtained and explores their methodological and clinical implications.
Déléant, Laura. "Persuasion et attention : étude oculométrique des éléments persuasifs sur internet pour promouvoir les attitudes et comportements pro environnementaux." Thesis, Université de Lorraine, 2020. http://www.theses.fr/2020LORR0108.
Повний текст джерелаIn recent years, the spread of information and communication technologies (ICT) has led to the implementation of persuasion techniques to these materials. These technologies are called "persuasive technologies" to refer to the ICTs used to change attitudes and behaviors (Fogg, 2003). Persuasive technologies field has led the domain of human machine interactions (HMI) and social psychology to meet. Our project is part of this dynamic. Our work is interested in the impact of regular exposure of Internet users to persuasion techniques on the influence process. We have delimited our study area to websites committed to the environment. In our first study, we identified the persuasive elements of the WWF site during inspections by users with different levels of familiarity with persuasion techniques. The results highlight the consistency of the inspections, regardless of the level of familiarity of the participants' persuasive techniques. Our second study is concerned with the persuasive impact of the elements identified during the first study. For this, this second study assesses the attractive, vividity (Nisbett & Ross, 1980) and persuasive dimensions of the elements of the WWF site. For this we studied (1) the attractiveness of the elements identified as persuasive or not (study 1) using the durations and numbers of fixations, (2) the impact of these elements on eco-environmental attitudes, behavioral intentions favorable to the environment as well as (3) the effect of the vividness of the messages on their memorization and attractiveness. The results of this second study highlight participants' favorable attitudes and behavioral intentions following the WWF visit. The persuasive elements, however, do not attract the attention of users more than the unconvincing elements
Duong, Thi-Lien-Ha. "Impact de l'animation iconique et/ou verbale sur la mémorisation des bannières publicitaires dans le contexte internet : examen du rôle modérateur des styles individuels de traitement et de la culture." Grenoble 2, 2007. http://www.theses.fr/2007GRE21001.
Повний текст джерелаLearning from the limits of earlier studies about using animation in Internet banners, this thesis examines the effects of motions on Internet consumers' behaviours according to the iconic and verbal nature of animated objects. On the other hand, this also focuses on the moderating role of individual variables involved in information processing and variable "cognitive culture". A French-Vietnamese transcultural study was carried out. In respect of information memorized by consumers and click through rate, the results show that animated verbal banners, especially ones with motion pictures, have greater effects than static banners. Moreover, animated iconic banners are better memorised than animated verbal banner. It is also observed that individuals having a style of visual and/or global information treatment, and/or belonging to a holistic culture are more sensitive to animated banners than individuals having a style of analytic or verbal treatment, and/or belonging to an analytic culture
Samain, Jacques. "Improving quality of experience in multimedia streaming by leveraging Information-Centric Networking." Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT012.
Повний текст джерелаInformation-Centric Networking (ICN) is a promising architecture to address today Internet multimedia traffic explosion and increasing user mobility: not only to enhance the user’s quality of experience, but also to naturally and seamlessly extend video sup- port deeper in the network functions. However, to the best of our knowledge, a thorough assessment of the benefits brought by ICN to multimedia delivery has not been done yet. In this thesis, we aim at reducing the gap to such assessment, by considering ICN in various multimedia delivery scenarios.First, we assess the benefits brought by an ICN-based Dynamic Adaptive Streaming (DAS) compared to TCP/IP based streaming, by means of an experimental campaign that includes multiple channels (e.g., emulated Wi-Fi and LTE, real 3G/4G traces), multiple clients (homogeneous vs heterogeneous mixture, synchronous vs asynchronous arrivals) and carefully selected DAS adaptation logics to cover the broad families of available adaptation algorithms. We also warn about potential pitfalls that are nonethelesseasily avoidable.Second, we show how network assistance helps im- proving the users’ quality of experience. To do so, we leverage the in-network caching feature of ICN and propose a simple periodical network signal from the cache (i.e., per-quality hit ratio) to be exploited by DAS adaptation logic to enhance further the user’s quality of experience by avoiding the known cache-induced quality oscillations. We confirm the soundness of our approach through experiments.Finally, as live multimedia delivery is gaining momentum, we propose hICN-RTC by integrating hICN (hybrid ICN), an ICN-in-IP solution, to WebRTC and we design RICTP (Realtime Information Centric Trans- port Protocol), a content-aware transport that minimizes the communication latency. Although still in development, the results we gathered from early experiments are promising as they show that hICN-RTC scales with the number of active speakers rather than the total number of participants
Naczaj, Dimitri. "Aspects graphiques de la persuasion technologique : étude des messages persuasifs sur internet pour le recyclage des déchets électroniques." Thesis, Aix-Marseille, 2018. http://www.theses.fr/2018AIXM0619/document.
Повний текст джерелаThis thesis includes three experiments and two pre-tests (N = 1135) in which three fundamental aspects of static message design on the Internet are studied: its format (infographics, audio or text), its colour and typography, on the theme of electronic waste recycling (studies 1 and 2) and then on human migration (study 3).The study of graphic aspects is relevant if we want to increase the persuasive power of a message. The format plays a major role (study 1a), making it possible to change attitudes and to anchor this change over time. Colours, on the other hand, do not seem to vary the persuasive force of the message or to lead readers to act in favour of recycling (study 1b). Nor does typography seem to play a role in the persuasive dynamic, whether it is considered legible or difficult to read (study 2). Theoretical approaches regarding the personality of typographies and their coherence with the context are developed.The analysis of the components of the ELM revealed, in each study, the strong link between the attitude of individuals and their sense of personal responsibility towards the theme addressed as well as their a priori knowledge. We have also seen that the levers of persuasion are not systematically the same according to the need for cognition.We suggest that persuasive messages should adopt a format that allows for central analysis at low cognitive cost, using a main colour and typography that are both readable and consistent with the theme developed, with arguments that reinforce readers' sense of responsibility
Bezes, Christophe. "La congruence perçue des magasins et du site internet : effets sur le choix du canal d'achat. Le cas de la FNAC." Paris 2, 2010. http://www.theses.fr/2010PA020061.
Повний текст джерелаBouzakaria, Nassima. "Contributions au streaming HTTP adaptatif avancé." Electronic Thesis or Diss., Paris, ENST, 2017. http://www.theses.fr/2017ENST0037.
Повний текст джерелаHTTP adaptive streaming is a recent topic in multimedia communications with on-going standardization activities, especially with the MPEG-DASH standard which covers on demand and live services. One of the main issues in live services deployment is the reduction of various latencies, the initial delay before the playback and the overall end-to-end latency. In this thesis, we address the problem of these latencies in live DASH streaming. First, we review the causes of startup delay in DASH and common strategies used to reduce this delay. We propose a new method based on HTTP/1.1 and compatible with existing caching and delivery infrastructures for reducing the initial setup of an MPEG-DASH session. Second, we investigate the major contributor components to the end-to-end latency. We propose a complete novel low latency live DASH streaming system. Third, we show how such a low latency live DASH system can be used to enable combined broadcast and broadband services while keeping the client buffering requirements on the broadcast link low. Our proposed approach insures two functionalities: synchronization of both contents delivered through different distribution networks and keeping the client buffering requirements on the broadcast link low
Medioni, Sandrine. "Désir d’interactivité des consommateurs : Une application aux téléspectateurs." Paris 9, 2009. https://portail.bu.dauphine.fr/fileviewer/index.php?doc=2009PA090036.
Повний текст джерелаInteractive media is one of the most ambitious technologies given to consumers to communicate with media. This thesis consists in studying consumers’ desire for interactivity for TV programs. We first define the concept of interactivity. Then we identify different aspects of TV viewers’ behavior and existing forms of interactivity. We set up a simulator of enriched TV programs and organized fifty in-home and in-depth interviews. Participants tested interactive programs “hands on” such as interactive advertisements, games, sports, cartoons and remote purchase. The data were analyzed with two methods : first, we proceed with a content analysis of our corpus and second, we used the Alceste software to identify TV viewers classes. We found five dimensions of desire for interactivity : utilitarian (personalization, search for information), hedonic (participation, search for play), social (communication), ergonomic (immediacy, search for least effort) and economic (transaction, search for commerce). We also suggest a new construct : consumers’ desire for inactivity gathering three components : attachment to non-activity, a volatile and divided attention and an interest for main content
Abousabea, Emad Mohamed Abd Elrahman. "Optimization algorithms for video service delivery." Thesis, Evry, Institut national des télécommunications, 2012. http://www.theses.fr/2012TELE0030/document.
Повний текст джерелаThe aim of this thesis is to provide optimization algorithms for accessing video services either in unmanaged or managed ways. We study recent statistics about unmanaged video services like YouTube and propose suitable optimization techniques that could enhance files accessing and reduce their access costs. Moreover, this cost analysis plays an important role in decision making about video files caching and hosting periods on the servers. Under managed video services called IPTV, we conducted experiments for an open-IPTV collaborative architecture between different operators. This model is analyzed in terms of CAPEX and OPEX costs inside the domestic sphere. Moreover, we introduced a dynamic way for optimizing the Minimum Spanning Tree (MST) for multicast IPTV service. In nomadic access, the static trees could be unable to provide the service in an efficient manner as the utilization of bandwidth increases towards the streaming points (roots of topologies). Finally, we study reliable security measures in video streaming based on hash chain methodology and propose a new algorithm. Then, we conduct comparisons between different ways used in achieving reliability of hash chains based on generic classifications
Perraud, Laure. "Antécédents et conséquences de l'intrusion publicitaire perçue sur internet : le cas des formes publicitaires." Phd thesis, Université de Bourgogne, 2013. http://tel.archives-ouvertes.fr/tel-00991377.
Повний текст джерелаRodriguez, Nancy. "Identité, représentations de soi et socialisation horizontale chez les adolescentes âgées de 11 à 15 ans pratiquant l'expression de soi sur Internet." Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20043/document.
Повний текст джерелаResearch interest is high in adolescents’ self-expression online, digital culture and the use of Social Network sites and instant messaging. Practicing self-expression online provokes a girls’ infatuation. Based on developmental and interactionist approaches, the aim of this study is to analyze on the one hand, the meaning of teenage girls’ self-expression and self-disclosure online, and on the other hand, attempt to understand how topics of adolescence like identity development, self-concepts and self-expression online can be linked at the heart of the horizontal socialization. Our sample included 47 teenage girls, aged between 11 to 15 years. All of them are using Internet, Social Network Sites and instant messaging. Five tools were used to collect the data: a questionnaire regarding the uses of Internet, an open-ended question « Who Am I? » (Rodriguez-Tomé & Bariaud, 1980), the Self-Consciousness Revised Scale (Pelletier & Vallerand, 1990), the Toulouse Scale of Self-Esteem (Oubrayrie, De Léonardis, Safont, 1994), and the Groningen Identity Developmental Scale including a semi structured interview (Bosma, 1985, 1994; Lannegrand-Willems, 2008). According to our results, self-expression responds to three interrelated needs of teenage girls: 1/ to maintain contact with peers and to observe theirs practices; 2/ to obtain the approval of peers through online personal publications; 3/ to write their history for themselves. Girls which have high levels of social and public self-concepts are regularly practicing self-expression online (59.6%). Publication contents are focused on themselves. These girls want peer comments and approval, and write a part of their personal story for themselves. High levels of self-esteem and identity commitment are related to peer positive reactions on publications. Topics of identity development and self-concepts are closely related with self-expression online and peer relationships. Our analysis underlines an intersubjective balance between self and other. This research is exploratory in nature because of the lack of French studies in this area, and the limited sample. Nevertheless, it provides longitudinal and comparative promising perspectives
Morrongiello, Caroline. "De l'empowerment à l'engagement du client sur les plateformes en ligne : ou comment favoriser l'activité des clients sur Internet." Phd thesis, Université de Grenoble, 2014. http://tel.archives-ouvertes.fr/tel-01071185.
Повний текст джерелаHuré, Elodie. "L'expérience trans-canal de magasinage alimentaire : le cas du retour en magasin suite à l'adoption des supermarchés en ligne." Rennes 1, 2012. http://www.theses.fr/2012REN1G024.
Повний текст джерела[Since grocery retailers offer consumers the opportunity to shop online, the issue of the way consumers live their shopping experience when they return to the store is particulary important. Recent research has already outlined the importance of taking into account the cross effects between channels. Indeed, the development of multichannel strategies has raised a number of challenges around the coordination, the integration, the coherence and the compatibility between channels, in order to develop a cross-channel strategy as a way to sustain retailers’ performance. Consistent with this retail strategy perspective, we study the cross-channel shopping experience. We define it as the way consumers compensate – consciously or not - the weaknesses of experiences lived in one channel with the strengths of other experiences lived in alternative channels in order to optimize their holistic experience with one retailer. Indeed, consumers’ experiences must be studied in a cross-channel perspective, escaping the silos and taking into account the different interactions between the multichannel experiences. In this context, and considering that the cross-channel shopping experience should neutralize the weaknesses and enhance the strengths of each channel, we specifically focus on the experience consumers live when they return to the store. This question is of importance as French grocery retailers have seen negative side effects arising since the development of electronic grocery shopping (diminution of the frequency of visit of physical stores, diminution of non-grocery products sales, cannibalization, etc. )]
Foucault, Béatrice. "Les stratégies de navigation au sein des sites Web : approche cognitive des caractéristiques fonctionnelles des tâches et des utilisateurs." Rennes 2, 2002. http://www.theses.fr/2002REN20044.
Повний текст джерела@These days surfing the Web has become extremely commonplace in society. However, many users often find themselves disorientated amidst the ever-growing mass of information. Taking into account the nature of this problematic, this study aimed to analyse the navigation strategies of Internet users and to understand the cognitive functioning used, in order to be able to conceive more adapted websites and services. An attempt was made to specify regular users'navigation strategies by considering two major strategies in particular, which we referred to a "spatial" and "conceptual", respecting several pluralist psychological perspectives related to tasks. Through several experimentations, taking into account each the characteristics of the user, task and subject*task interaction, it became clear that both of the strategies were affected by both inter and intra-individual variables. The "pregnance" (task-side) and "saillance" (user-side) of spatial and conceptual elements of information are very much at the root of the mobilization of any navigation strategy, which can, under certain circumstances, co-ordinate or substitue themselves. Finally, concerning the implications of this study, a model of website navigation activity is suggested, as well as several ergonomic guidelines for website designers
Hamel, Alexandre. "Exploration de l’effet de la privation de sommeil sur les comportements de jeu chez les joueurs de poker en ligne." Doctoral thesis, Université Laval, 2020. http://hdl.handle.net/20.500.11794/67404.
Повний текст джерелаBataoui, Soffien. "Vers une forme d'humanisation des interfaces digitales : transposition du concept d'hospitalité au commerce électronique et impact de ses dimensions sur les réactions affectives, l'absorption cognitive et les comportements des consommateurs." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAG001/document.
Повний текст джерелаThis research focuses on a new form of marketing oriented toward human and social values. The concept of hospitality allows for the humanization of e-commerce so it can meet the objectives of this new form of marketing 3.0. We thus aim to answer the following research question: how can the pure players web-sellers strategies be settle within the values of the marketing 3.0.? Our literature review goes through different disciplinary fields and provides a global and precise approach of the concept of hospitality facilitating its transposition into a digitalized environment. We use a quantitative approach to complete factorial plan and make it possible to verify the impact of virtual hospitality on the Internet user’s behaviors. Concretely, creating merchant websites based on this concept can increase positive affective reactions, cognitive absorption, approach behaviors and purchase intention. Conversely, affective reactions with negative valence and avoidance behaviors are reduced. The dissertation concludes that it is possible to humanize a digital interface but this humanization form does not replace the real human presence. However, it brings benefits for consumers who derive some experience in shipping and for the company’s development since the approach behaviors and the purchase intention are more important
Boukouyen, Fatiha. "Analyse compréhensive du comportement opportuniste des acteurs sur les plateformes de co-création." Thesis, Normandie, 2020. http://www.theses.fr/2020NORMC025.
Повний текст джерелаThe literature on co-creation platforms has been mainly focused on studying the crowds (i.e., participants) and that by investigating their motivations, their characteristics, and the strategies they use (i.e., cooperation, competition, coopetition). Therefore, researchers did not study opportunism even if its importance has been emphasized in prior research. To fill this gap, our research aims to explore and understand opportunistic behavior of actors or co-creators (i.e., brands, platforms, and participants) in the virtual context, especially that of co-creation platforms, using the method of Netnography in two famous co-creation platforms and a forum which is dedicated to different creators. Our research background, the main results as well as theoretical, methodological, and practical implications are presented in the related chapters
Belaud, Lydie. "Une approche ergonomique des sites marchands sur internet : de la perception au comportement des consommateurs." Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00681182.
Повний текст джерелаDiot, Fabien. "Graph mining for object tracking in videos." Thesis, Saint-Etienne, 2014. http://www.theses.fr/2014STET4009/document.
Повний текст джерелаDetecting and following the main objects of a video is necessary to describe its content in order to, for example, allow for a relevant indexation of the multimedia content by the search engines. Current object tracking approaches either require the user to select the targets to follow, or rely on pre-trained classifiers to detect particular classes of objects such as pedestrians or car for example. Since those methods rely on user intervention or prior knowledge of the content to process, they cannot be applied automatically on amateur videos such as the ones found on YouTube. To solve this problem, we build upon the hypothesis that, in videos with a moving background, the main objects should appear more frequently than the background. Moreover, in a video, the topology of the visual elements composing an object is supposed consistent from one frame to another. We represent each image of the videos with plane graphs modeling their topology. Then, we search for substructures appearing frequently in the database of plane graphs thus created to represent each video. Our contributions cover both fields of graph mining and object tracking. In the first field, our first contribution is to present an efficient plane graph mining algorithm, named PLAGRAM. This algorithm exploits the planarity of the graphs and a new strategy to extend the patterns. The next contributions consist in the introduction of spatio-temporal constraints into the mining process to exploit the fact that, in a video, the motion of objects is small from on frame to another. Thus, we constrain the occurrences of a same pattern to be close in space and time by limiting the number of frames and the spatial distance separating them. We present two new algorithms, DYPLAGRAM which makes use of the temporal constraint to limit the number of extracted patterns, and DYPLAGRAM_ST which efficiently mines frequent spatio-temporal patterns from the datasets representing the videos. In the field of object tracking, our contributions consist in two approaches using the spatio-temporal patterns to track the main objects in videos. The first one is based on a search of the shortest path in a graph connecting the spatio-temporal patterns, while the second one uses a clustering approach to regroup them in order to follow the objects for a longer period of time. We also present two industrial applications of our method
Zhang, Junjie. "Development of a consumer-oriented intelligent garment recommendation system." Thesis, Lille 1, 2017. http://www.theses.fr/2017LIL10026/document.
Повний текст джерелаGarment purchasing through the Internet has become an important trend for consumers of all parts of the world. However, in various garment e-shopping systems, it systematically lacks personalized recommendations, like sales advisors in classical shops, in order to propose the most relevant products to different consumers according to their body shapes and fashion requirements. In this thesis, we propose a consumer-oriented recommendation system, which can be used inside a garment online shopping system like a virtual sales advisor. This system has been developed by integrating the professional knowledge of designers and shoppers and taking into account consumers’ perception on products. Following the shopping knowledge on garments, the proposed system recommends garment products to specific consumers by successively executing three modules, namely 1) the Successful Cases Database Module; 2) the Market Forecasting Module; 3) the Knowledge-based Recommendation Module. Also, another module, called the Knowledge Updating Module.This thesis presents an original method for predicting one or several relevant product profiles from a specific consumer profile. It can effectively help consumers to choose garments from the Internet. Compared with other prediction methods, the proposed method is more robust and interpretable owing to its capacity of treating uncertainty
Ngambo, Domche Grace. "Adaptation à la maladie de Lyme : comparaison des modes de collectes de données par téléphone et web." Master's thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/68348.
Повний текст джерелаThe web data collection mode has been increasing in popularity since its creation, primarily due to its cost and time effective benefits. However, its non-probabilistic tendencies often bring doubts concerning the representativity of its results in comparison to a typical mode such as the telephone. This master’s thesis compares the non-probability web and probability telephone modes, often suggested by polling firms in the province of Quebec. It principally analyzes the eventual differences between both samples on their adaptation to the Lyme disease. More specifically, the three main goals of this study are: (1) to compare the representativeness of both samples with the census data in terms of their socio-demographic characteristics, (2) to compare those two survey modes regarding their respondents’ preventive behaviour estimates against the Lyme disease, and (3) to test the measurement invariance of the nonprobability (Web panel) and probability (telephone) samples’ preventive behaviour. The data comes from a study on the adaptation of prevention behaviors against Lyme disease. The web (n=956) and telephone samples (n=1003) are made of individuals, 18 years old and above, from low and significant risk regions. Results firstly reveal that neither survey is representative of the Canadian census of 2016. Secondly, results show that the non-response rate for Lyme disease prevention adaptive behaviors and other associated variables is higher in the web survey. However, the magnitude of this significance is nil for 19 out of 30 the items, and small for the other 11. Moreover, no important dissimilarities were found in comparing both samples’ estimates in terms of the behaviours’ prevalence and their determinants. Finally, the measurement invariance analyses on the index of adaptation to the Lyme disease show a similar structure of the index for both samples. In conclusion, although the web and telephone samples are different in some respects, their respondents tend to have similar behaviors of adaptation to the disease.