Academic literature on the topic 'Vue virtuelle'
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Journal articles on the topic "Vue virtuelle"
Parmentier, Guy, and Sylvie Rolland. "Les consommateurs des mondes virtuels: construction identitaire et expérience de consommation dans Second Life." Recherche et Applications en Marketing (French Edition) 24, no. 3 (September 2009): 43–56. http://dx.doi.org/10.1177/076737010902400303.
Full textPetitat, André. "Échange symbolique et historicité." Sociologie et sociétés 31, no. 1 (October 2, 2002): 93–101. http://dx.doi.org/10.7202/001552ar.
Full textMichel, A., J. Vidal, E. Brigaud, K. Sokratous, and N. Blanc. "Dessine-moi une réalité plus belle : la réalité virtuelle vue par les patientes atteintes d’un cancer du sein." Psycho-Oncologie 13, no. 1 (March 2019): 69–78. http://dx.doi.org/10.3166/pson-2019-0087.
Full textPetit, Matthieu, Geneviève Lameul, and Justin Taschereau. "La téléprésence en formation." Médiations et médiatisations, no. 3 (April 22, 2020): 7–20. http://dx.doi.org/10.52358/mm.vi3.112.
Full textGamache Vaillancourt, Geneviève. "Les bibliothèques publiques ou la priorité des fins sur les moyens." Documentation et bibliothèques 47, no. 3 (August 5, 2015): 103–5. http://dx.doi.org/10.7202/1032579ar.
Full textJaworski, Véronique. "L’état du droit pénal de l’environnement français : entre forces et faiblesses." Les Cahiers de droit 50, no. 3-4 (March 4, 2010): 889–917. http://dx.doi.org/10.7202/039344ar.
Full textBriffaut, Jean-Pierre. "Apprentissage, expertise et réalité virtuelle du point de vue de la prise de décision avec l’éclairage des neurosciences." Prospective et stratégie Numéros2-3, no. 1 (2012): 197. http://dx.doi.org/10.3917/pstrat.002.0197.
Full textLayec, Sabrina, Bernard Branger, Charlotte Juhel, Pierre-Nicolas D’Halluin, Damien Olivié, Jean-François Bretagne, Yves Gandon, and Denis Heresbach. "Résultat de la coloscopie virtuelle : intérêt et limites des méta-analyses en vue d’une amélioration de la pratique clinique." Gastroentérologie Clinique et Biologique 30, no. 2 (February 2006): 337–39. http://dx.doi.org/10.1016/s0399-8320(06)73178-5.
Full textPotin, Émilie. "Circulation, échanges et mises en scène des récits d’enfants placés." Sociologie et sociétés 48, no. 2 (October 24, 2016): 95–117. http://dx.doi.org/10.7202/1037716ar.
Full textJouvent, R. "Demain les Psychothérapies." European Psychiatry 28, S2 (November 2013): 94. http://dx.doi.org/10.1016/j.eurpsy.2013.09.252.
Full textDissertations / Theses on the topic "Vue virtuelle"
Morin, Karine. "Conception d'une interface virtuelle de la région urogénitale de la femme en vue du développement de produits d'hygiène féminine." Mémoire, École de technologie supérieure, 2010. http://espace.etsmtl.ca/1036/1/MORIN_Karine.pdf.
Full textGorisse, Geoffrey. "Impact du point de vue et de la fidélité des avatars sur les sentiments de présence et d'incarnation en environnement virtuel immersif." Thesis, Paris, ENSAM, 2019. http://www.theses.fr/2019ENAM0004/document.
Full textThe work undertaken in this doctoral thesis focuses on the impact of different perceptual and graphical modalities that can affect user experience in immersive virtual environment. Our research takes position in a context where a majority of virtual reality applications are based on a first-person perspective leading to a natural transfer of our perceptual mechanisms. However, these applications often use partial representation or even omit the integration of visual entities representing the presence of the user and thus limiting the induction of a sense of embodiment within the virtual environment.In this context, our study contributes to expanding the knowledge concerning the influence of perspective and avatar visual fidelity on user experience. On a theoretical level, our work proposes an articulation of the notions of presence and embodiment through a meta-model based on intrications identified between these concepts during our literature review. On an experimental level, the three studies conducted as part of our research make it possible to identify several factors impacting the sense of presence and embodiment, user behavior and performance in terms of navigation and interaction. Our first experiment demonstrates the possibility of using a third-person perspective in virtual reality while maintaining a high sense of embodiment. Our results also make it possible to identify the potentialities enabled by first- and third-person in terms of perception, navigation and interaction. Afterward, we conducted studies on visual fidelity that demonstrate the positive impact of the similarity between users' appearance and that of their avatar on the evaluation of models' attractiveness and on the character selection process. Finally, the results of our third experiment demonstrate the positive impact of avatars' truthfulness on the sense of embodiment, as well as its effect on the subjective experience and behavior of users in immersive virtual environment
Lambert, Philippe. "Étude de la géométrie dans la synthèse de vue." Thesis, Université Laval, 2012. http://www.theses.ulaval.ca/2012/28767/28767.pdf.
Full textLehmann, Alexandre. "Rôle unimodal et multimodal des informations auditives dans les mécanismes d'orientation spatiale." Paris 6, 2007. http://www.theses.fr/2007PA066541.
Full textIvaldi, William. "Synthèse de vue frontale et modélisation 3D de visages par vision multi-caméras." Paris 6, 2007. http://www.theses.fr/2007PA066221.
Full textThe purpose of this thesis prepared with SAGEM Sécurité, worldwide biometry leader, is to study a real-time system of facial reconstruction for a face recognition application. The algorithm must generate a frontal view of an unknown face, without constraint when walking behind the 4 video cameras. After testing a classic stereovision approach, we evaluate the well know AAM models but their deformation mode doesn't give any acceptable convergence on unknown faces. We then define an original 3D Radial Model by hemispheric projection of 3D face scans to get deformation modes adapted to the constraints. After the 3D radial model is ajusted, the frontal view is obtained by fusion of the 4 source images using a visibility rule applied at every position of the model surface. This virtual view is computed from a frontal point of view depending of the 'face' normal of the model. The virtual view synthesis is performed in real time using the graphic card GPU ressources
Desnault, Camille. "Mesure de la section efficace d'électroproduction de photons sur le neutron à Jefferson Lab en vue de la séparation du terme de diffusion Compton profondément virtuelle." Thesis, Paris 11, 2015. http://www.theses.fr/2015PA112163/document.
Full textThe photon electroproduction cross section off the nucleon is proportional to the deeply virtual Compton scattering (DVCS) and Bethe-Heitler amplitudes squared together with an interference term between these two processes. Its measurement on the neutron has been performed in the framework of the E08-025 experiment which took place in 2010 in Hall A at Jefferson Lab (USA). Thanks to a high sensibility to the interference term, it made possible the extraction of three Generalized Parton Distributions (GPDs) dependent observables, as well as the prospect to extract the |DVCS|² term through a Rosenbluth separation.The GPDs are structure functions which allow to understand the internal structure of nucleons in term of the correlation between transverse spatial and longitudinal momentum distributions of quarks inside the nucleon. More than a way to access a three-dimensional picture of the elementary arrangement of the nucleon, the measurement of GPDs on the neutron would give access by the Ji's sum rule to the angular momentum of quarks in the nucleon, the missing piece for the understanding of the nucleon spin puzzle.This thesis outlines the theoretical context of the measurement of the photon electroproduction cross section off the neutron, and the experimental setup used for its achievement. It describes the selection of the experimental data of interest for this measurement and presents the results obtained from a fitting method of data to a Monte Carlo simulation, which is explained in detail. Finally, a systematic study of the results completes this manuscript
Saubesty, Jorane. "Analyses multimodales de l'interaction patient-médecin en situation de formation à l'annonce d'un événement indésirable grave : modélisation en vue d'implémenter un outil de formation par la réalité virtuelle." Thesis, Aix-Marseille, 2018. http://www.theses.fr/2018AIXM0010.
Full textThe ACORFORMed ANR project, in which this PhD project is integrated, aims at the creation (by computer scientists) of a "patient" animated conversational agent as a training tool for announcing, simulating and using a virtual environment. Using the methodology resulting from gestures studies and contributions of the literature on the organisation of interactions, we try to answer the following question: what is the overall structural organisation of the doctor/patient interaction, when this last is training to break the news of a damage associated with care? The analyses carried out in this thesis allow us to describe the doctor/patient interaction during training to break the news by proposing different phases that make up the interaction, as well as details about their division and their articulations. They are an indispensable and usable base for computer scientists to design and implement a credible "patient" conversational agent that can be used in physician training. Located at the heart of an interdisciplinary project, this thesis in linguistics makes it possible to transpose the interactional practices of physicians with a view to the implementation of a virtual agent by computer scientists
JAMINION, STEPHANIE. "Diffusion compton virtuelle a jefferson lab (experience e93050) : resultat preliminaire des sections efficaces (ep ep) en vue d'extraire les polarisabilites generalisees du proton a q 2 = 1.9 gev 2." Clermont-Ferrand 2, 2000. http://www.theses.fr/2000CLF22259.
Full textThonat, Théo. "Complétion d'image, segmentation et mixture de vidéos dans un contexte multi-vue, pour un rendu basé image plus polyvalent." Thesis, Université Côte d'Azur (ComUE), 2019. http://theses.univ-cotedazur.fr/2019AZUR4047.
Full textCreating realistic images with the traditional rendering pipeline requires tedious work, starting with complex manual work to create 3D models, materials, and lighting, and then computationally expensive realistic rendering. Such a process requires both skilled artists and significant computing power. Image Based Rendering (IBR) is an alternative way to create high quality content by only using an unstructured set of photos as input. IBR allows casual users to create and render realistic and immersive scenes in real time, for applications such as virtual tourism, cultural heritage, interactive mapping, urban and architecture planning, and movie production. Existing IBR methods produce generally good image quality, but still suffer from limitations. First, many types of scene content produce visually-unappealing rendering artifacts, because the underlying scene representation is insufficient, e.g, for reflective surfaces, thin structures, and dynamic content. Second, scenes are often captured with real- world constraints which require editing to meet the user requirements, yet existing IBR methods do not allow this. To address editing, we propose to extend single image inpainting to allow sparse multiview object removal. Such inpainting requires to hallucinating both color and geometry behind the object to be removed in a multi-view coherent fashion. Our method reduces rendering artifacts by removing objects which are not well represented by IBR methods or by moving well represented objects in the scene. To address rendering quality, we enlarge the scope of casual IBR in two different ways. First we deal with the case of thin structures, which are extremely challenging for multi-view 3D reconstruction and represent a major limitation for IBR in an urban context. We propose a pipeline which locates and renders thin structures supported by simple surfaces. We introduce both a multi-view segmentation algorithm for thin structures, and a rendering method which extends traditional IBR with transparency information. Second, we propose an approach to extend IBR to dynamic contents. By focusing on time-dependent stochastic textures, we preserve both the casual capture setup and the free-viewpoint navigation of the rendered scene. Our key insight is to use a video representation which is adapted to video looping and spatio-temporal blending. Our results for all methods show improved visual quality compared to previous solutions on a variety of input scenes
Jaubert, Benoît. "Outils pour les jeux sur ordinateur : prise de connaissance de scènes 3D." Limoges, 2008. https://aurore.unilim.fr/theses/nxfile/default/c5bc2fc9-3f7b-42f2-9cc1-bb30bd268b6c/blobholder:0/2008LIMO4018.pdf.
Full textThe evolution of video games is such that most of them are now facing the problem of managing views and trajectories. With the development of games in three dimensions and cinematic using the graphics engine of the game, it frequently happens that the angles are not chosen the as well as possible. Thus, if the means implemented to improve the speed display and calculation, quality graphics, fluidity and handling of the game came to a quality that suffers little criticism, the work to be done on camera placements and points of view is still far from over. We first describe the previous works, dealing with viewpoints computing and trajectory creation. In the second chapter, we present methods and technics to determine and evaluate goods points of view for virtual worlds ou three dimensionnal objects, basing on as various notions as polygons, objects or materials. The third chapter introduces techniques to cut scene into objects and objects into parts allows this notion to be integrate in scene inwhich it not be present. The fourth and last chapter describes the creation of trajectory on surrounding sphere and in open worlds and gives indices to use theses methods in real time environment
Books on the topic "Vue virtuelle"
Didier, Falcand, ed. Cyberplanète: Notre vie en temps virtuel. Paris: Éditions Autrement, 1998.
Find full textCyberspaces of everyday life. Minneapolis, MN: University of Minnesota Press, 2005.
Find full textBiaynicki-Birula, Iwo. Modeling reality: How computers mirror life. Oxford, UK: Oxford University Press, 2004.
Find full textPey, Serge. Lèpres à un jeune poète: Principes élémentaires de philosophie directe : chroniques de poésie provisoire, engagement, utopie, révolution, poèmes pédagogiques, origine et état des avant-gardes, ethnopoésie, poésies virtuelles et infinitésimales, théorie du poème, poésie orale et sonore, happening, choses vues. Toulouse: Délit, 2010.
Find full textPey, Serge. Lèpres à un jeune poète: Principes élémentaires de philosophie directe : chroniques de poésie provisoire, engagement, utopie, révolution, poèmes pédagogiques, origine et état des avant-gardes, ethnopoésie, poésies virtuelles et infinitésimales, théorie du poème, poésie orale et sonore, happening, choses vues. Toulouse: Délit, 2010.
Find full textLèpres à un jeune poète: Principes élémentaires de philosophie directe : chroniques de poésie provisoire, engagement, utopie, révolution, poèmes pédagogiques, origine et état des avant-gardes, ethnopoésie, poésies virtuelles et infinitésimales, théorie du poème, poésie orale et sonore, happening, choses vues. Toulouse: Délit, 2010.
Find full textApter, Emily S. Continental drift: From national characters to virtual subjects. Chicago, Ill: University of Chicago Press, 1999.
Find full textOntario. Esquisse de cours 12e année: Vie active et santé ppl4o cours ouvert. Vanier, Ont: CFORP, 2002.
Find full textOntario. Esquisse de cours 12e année: Mathématiques de la vie courante mel4e cours préemploi. Vanier, Ont: CFORP, 2002.
Find full textOntario. Esquisse de cours 12e année: Le droit canadien et international cln4u cours préuniversitaire. Vanier, Ont: CFORP, 2002.
Find full textBook chapters on the topic "Vue virtuelle"
Jurk, Arne Ingo. "VU als autopoietisches System." In Organisation virtueller Unternehmen, 131–60. Wiesbaden: Deutscher Universitätsverlag, 2003. http://dx.doi.org/10.1007/978-3-322-81115-8_4.
Full textAMINE, Abdelmajid, and Mouna BENHALLAM. "Résister au marché par la consommation responsable en vue de le transformer." In Le marketing au service du développement durable, 15–31. ISTE Group, 2021. http://dx.doi.org/10.51926/iste.9036.ch1.
Full textPIATTI, Marie-Christine. "« La grand-mère et le téléphone »." In Intelligence(s) artificielle(s) et Vulnérabilité(s) : kaléidoscope, 57–64. Editions des archives contemporaines, 2020. http://dx.doi.org/10.17184/eac.3635.
Full textBESNIER, Jean-Michel. "Les technologies convergentes ou les paradoxes de la puissance." In L’explosion des formes de vie, 235–47. ISTE Group, 2020. http://dx.doi.org/10.51926/iste.9005.ch13.
Full textMiehling, Jörg. "3 Vorgehensweise zur nutzergruppenspezifischen VPE." In Berücksichtigung biomechanischer Zusammenhänge in der nutzergruppenspezifischen virtuellen Produktentwicklung, 52–92. VDI Verlag, 2018. http://dx.doi.org/10.51202/9783186445018-52.
Full textRuffault, Alexis, Julie Wynants, and Anne-Marie Etienne. "Favoriser l’adoption de comportements actifs en simulation virtuelle." In Pratiques et interventions en psychologie de la santé, 7–24. Editions des archives contemporaines, 2020. http://dx.doi.org/10.17184/eac.3182.
Full textBerry, Vincent. "Chapitre 11. Loisirs numériques et communautés virtuelles : des espaces d'apprentissage ?" In Apprendre de la vie quotidienne, 143. Presses Universitaires de France, 2009. http://dx.doi.org/10.3917/puf.broug.2009.01.0143.
Full textSchäfer, C., T. Schenk, A. Botero Halblaub, Roland Rosen, T. Heinzerling, A. Stutz, Mathias Maurmaier, et al. "Virtuelle Inbetriebnahme von Modular Plants basierend auf PEAs der VDI/VDE/Namur Richtlinie 2658." In Automation 2020, 241–54. VDI Verlag, 2020. http://dx.doi.org/10.51202/9783181023754-241.
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