Dissertations / Theses on the topic 'Vue virtuelle'
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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
Philip, Julien. "Édition et rendu à base d’images multi-vues par apprentissage profond et optimisation." Thesis, Université Côte d'Azur, 2020. http://www.theses.fr/2020COAZ4048.
Full textComputer-generated imagery (CGI) takes a growing place in our everyday environment. Whether it is in video games or movies, CGI techniques are constantly improving in quality but also require ever more qualitative artistic content which takes a growing time to create. With the emergence of virtual and augmented reality, often comes the need to render or re-render assets that exist in our world. To allow widespread use of CGI in applications such as telepresence or virtual visits, the need for manual artistic replication of assets must be removed from the process. This can be done with the help of Image-Based Rendering (IBR) techniques that allow scenes or objects to be rendered in a free-viewpoint manner from a set of sparse input photographs. While this process requires little to no artistic work, it also does not allow for artistic control or editing of scene content. In this dissertation, we explore Multi-view Image Editing and Rendering. To allow casually captured scenes to be rendered with content alterations such as object removal, lighting edition, or scene compositing, we leverage the use of optimization techniques and modern deep-learning. We design our methods to take advantage of all the information present in multi-view content while handling specific constraints such as multi-view coherency. For object removal, we introduce a new plane-based multi-view inpainting algorithm. Planes are a simple yet effective way to fill geometry and they naturally enforce multi-view coherency as inpainting is computed in a shared rectified texture space, allowing us to correctly respect perspective. We demonstrate instance-based object removal at the scale of a street in scenes composed of several hundreds of images. We next address outdoor relighting with a learning-based algorithm that efficiently allows the illumination in a scene to be changed, while removing and synthesizing cast shadows for any given sun position and accounting for global illumination. An approximate geometric proxy built using multi-view stereo is used to generate illumination and shadow related image buffers that guide a neural network. We train this network on a set of synthetic scenes allowing full supervision of the learning pipeline. Careful data augmentation allows our network to transfer to real scenes and provides state of the art relighting results. We also demonstrate the capacity of this network to be used to compose real scenes captured under different lighting conditions and orientation. We then present contributions to image-based rendering quality. We discuss how our carefully designed depth-map meshing and simplification algorithm improve rendering performance and quality of a new learning-based IBR method. Finally, we present a method that combines relighting, IBR, and material analysis. To enable relightable IBR with accurate glossy effects, we extract both material appearance variations and qualitative texture information from multi-view content in the form of several IBR heuristics. We further combine them with path-traced irradiance images that specify the input and target lighting. This combination allows a neural network to be trained to implicitly extract material properties and produce realistic-looking relit viewpoints. Separating diffuse and specular supervision is crucial in obtaining high-quality output
Ringard, Jérémy. "Un modèle de conception dédié à l’interaction collaborative colocalisée." Thesis, Lille 1, 2011. http://www.theses.fr/2011LIL10054/document.
Full textPerforming a large scale job always involves some teamwork. Therefore, for several years, there has been a growing need regarding computer assistance for this kind of collaborative task. The most complete solutions existing today are collaborative virtual environments (CVE). However, the use of these tools is still uncommon because of the "distant" aspect of the collaboration in CVEs: In a real use case, co-workers are mostly located in the same place. Such a situation is called "colocation". Therefore, large companies choose another working method called "war room": a physical space allowing simultaneous and non-linear work using multiple working surfaces. This thesis aims at providing a hardware and software platform dedicated to collocated collaboration and focused on project review activities. After having analyzed the notion of space, and observed socio-cognitive behavior of collocated coworkers, we present a computer-aided platform inspired from war rooms. This work emphasizes on the users' competence diversity by implementing a paradigm called "channels". These channels offer multiple heterogeneous representations of virtual objects in the war room. This work is completed by the definition of a method for changing a classical CVE platform (SPIN|3D) into a computer-supported war room. This transformation involves notably the insertion of several abstraction levels for data; thanks to software architecture we call MnVO. The resulting platform is finally used for two prototypes: The first one provides distributed collaboration activity upon a virtual vehicle. The second one relies on the channels technology and provides an urbanism project review scenario
Didier, Jean-Yves. "Contributions à la dextérité d'un système de réalité augmentée mobile appliqué à la maintenance industrielle." Phd thesis, Université d'Evry-Val d'Essonne, 2005. http://tel.archives-ouvertes.fr/tel-00339615.
Full textNeumann, Detlef, Gunter Teichmann, Frank Wehner, and Martin Engelien. "VU-Grid – Integrationsplattform für Virtuelle Unternehmen." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-155485.
Full textNeumann, Detlef, Gunter Teichmann, Frank Wehner, and Martin Engelien. "VU-Grid – Integrationsplattform für Virtuelle Unternehmen." Technische Universität Dresden, 2005. https://tud.qucosa.de/id/qucosa%3A28381.
Full textCrispel, Aude. "L'art et la vie au virtuel." Bordeaux 3, 2007. http://www.theses.fr/2007BOR30037.
Full textConsidering Net-art through the analysis of its technical, historical and aesthetic dimensions is the starting point of this research. The Internet as a media offers artists a new space closely related to a counter-culture ideology. From these places, outside reality, art-practices emerge outside traditional circuits. If the pioneering net-artists were creating Net-works closely related to the technical side of the media, the human physical aspect and the questioning of the body reveal new kinds of interplay between the net-work of art and its viewer. By surfing on the Internet, interactions and exchanges we switch from contemplative aesthetics to participative aesthetics thus getting closer to the problematic of Art as Environmental-Art. The programme plays its part and thanks to it, works of art are endlessly generated. The notion of “permutationnelle” work of art adds on to tree formal influences: Environment, Process and Happening. Plastic and aesthetic tools are then brought to therefore enasling the setting up of a critical approach of this media as a new art trend
Guerchouche, Rachid. "Analyse multi-vues d'objets 3D pour interactions collaboratives." Evry, Institut national des télécommunications, 2008. http://www.theses.fr/2008TELE0022.
Full textThe objective of this thesis is the 3D reconstruction of real objects for collaborative interactions. Within this framework, the goal is to reconstruct an object from a small number of calibrated views (8 to 12 images), and then insert the obtained numerical models into shared collaborative environments for further visualization and manipulation. The thesis is organized as follows. First, in the general introduction, we introduce the context of the research presented in this work. We present the acquisition system developed within our laboratory, and show the relationship between the calibration of this system, the image acquisition process, and the collaborative interactions with the reconstructed objects. Then, in a first chapter, we present some aspects of 3D geometry applied to computer vision. We present the projective geometry theory, the classical linear and non-linear camera models, and some stereoscopic vision results useful for the rest of the document. The second chapter is dedicated to the issue of camera calibration. After a state-of-the-art of camera calibration methods, we propose a robust camera calibration method based on the robust estimation of the perspective projection matrix. The calibration pattern used is a cube with faces of different colours. The proposed calibration algorithm uses one image per camera to perform the calibration. However, in order to increase the accuracy of the camera parameters estimation, multiple images can also be used. Our method yields a robust estimation of the camera parameters while minimizing the amount of user interaction requested. In order to validate the method, we introduce a set of new objective criteria for evaluation and comparison of camera calibration methods. The proposed criteria are based on rectification and 3D reconstruction of an unknown coplanar point set, a virtual pattern, and the re-estimation of the known parameters of stereoscopic systems. Our calibration method is finally validated according to the proposed criteria. The third chapter3D tackles the issue of 3D reconstruction of real objects. After a comprehensive state-of-the-art of 3D reconstruction methods, we present our proposed multiresolutiuon 3D reconstruction algorithm, which is adapted to collaborative interaction tasks. Our contributions specifically concern new algorithms for voxel visibility and photo-consistency estimation. The proposed 3D reconstruction method is then tested and validated upon a set of images of real objects from existing benchmark databases. The fourth chapter handles the collaborative interactions with 3D objects. First, the calibration of our acquisition system composed of eight cameras is presented. Experimental results concerning 3D reconstruction of objects available in our laboratory are then presented. Finally, collaborative interactions with the reconstructed objects are illustrated within the framework of three existing interfaces in the France Telecom R\&D laboratories: MOWGLI, DigiTable and Spin3D. A concluding section summarizes the contributions of this thesis and opens perspectives of future work
Lattemann, Christoph, and Stefan Stieglitz. "Einsatz Virtueller Welten in der Aus- und Weiterbildung – Das Projekt Bio-VWe." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-141245.
Full textLattemann, Christoph, and Stefan Stieglitz. "Einsatz Virtueller Welten in der Aus- und Weiterbildung – Das Projekt Bio-VWe." Technische Universität Dresden, 2008. https://tud.qucosa.de/id/qucosa%3A27944.
Full textTahrani, Souha. "Vers un outil de réalité virtuelle pour l'analyse et la communication des ambiances lumineuses dans le projet urbain." Nantes, 2006. http://www.theses.fr/2006NANT2077.
Full textThe urban environment is defined by the interaction between the morphological and physical characteristics of the city as interpreted by the human senses. To fully comprehend the urban space, we chose a dynamic immersive approach in our research that bases itself on the user’s real-life experience. Our research methodology applies virtual reality (VR) techniques to evaluate urban daylighting ambiences through the use of solar effects. Our study suggests immersive experimental methods to analyze visual perception. The study is carried on two stages:The First stage is a theoretical approach which looks into two axes:The methods used in urban space analysis by showing the complex interactions between the “visual perception - daylight- urban space” elements. The use of VR as a design tool in the fields of architecture and urban design. Two axes allow to identify and correlate the main elements of our methodology. The second stage will use sensorial inquiries to conduct three experimental studies on an existing urban path. These studies compared between users’ observation of the daylight phenomena in situ and its representations in vitro. These experiments were evaluated on three levels according to the degree of immersion and interaction. The goal is to determine the necessary conditions for the solar effects restitution, as well as validating the contributions of VR in daylighting ambiences analysis. The results obtained show that visual perception is influenced by the urban qualities and the experiment context. The results also showed the potentials for VR in rendering urban daylighting ambiences despite of the technical and financial limitations
Bornhofen, Stefan. "Emergence de dynamiques évolutionnaires dans une approche multi-agents de plantes virtuelles." Paris 11, 2008. http://www.theses.fr/2008PA112205.
Full textAs relationships between living beings and those with their environment carry significant economical and ecological implications, understanding related processes is an important topic of biological research. One fundamental aspect of this research is to better understand the mechanisms driving the variation of organisms at an evolutionary scale. Advances that better explain the mechanisms of adaptation are not only of theoretical interest to understand the origins of biodiversity, but they also notably contribute to the preservation of present ecosystems. Artificial life provides the framework for the work presented in this thesis. This research area is dedicated to the study of living systems by synthesizing similar phenomena in artificial systems. The research questions are centred on the dynamics that evolution produces in plant communities, thereby exploring the impact of evolutionary forces of the encountered environment on the essential traits of a plant. The general scope of this thesis breaks down into three major areas of inquiry. The first deals with the evolution of plant morphology and its variations in response to environmental constraints. The second concerns the adaptation of physiological traits, particularly at the level of resource investment, to different environmental parameters. The third area addresses the study of evolutionary systems from a fundamental point of view, to understand their features and to improve their performance. In order to attain the fixed objectives, a model of virtual plants based on the multi-agent paradigm is conceived. It integrates a morphological representation as well as a set of physiological processes concerning resource assimilation and allocation. An artificial genome, encoding mutable growth characteristics, allows the plants to adapt, over the generations, to the conditions of their environment. A simulation platform is developed to conduct experiments based on this model. The obtained simulation results are systematically subjected to critical comparisons with analogous dynamics in biological systems, at both the level of direct observations on real plants and that of hypotheses on the mechanisms of natural evolution. The concordance between the experimental results and the corresponding natural phenomena attests the quality of the virtual plants as a complementary research tool in the domain of evolutionary biology
Perret, Yannick. "Suivi de paramètres de modèle géométriques à partir de séquences vidéo multi-vues." Lyon 1, 2001. http://www.theses.fr/2001LYO10276.
Full textSignac, Laurent. "Etude d'un système autonome survivant en environnement virtuel agité." Poitiers, 2001. http://www.theses.fr/2001POIT2304.
Full textAlgorithmic theory of adaptation (ATA) aims at explaining the gap between technological progress and the results of artificial intelligence. We enrich it by taking into account the memory cost and establish a comparison with physiological results. Next, we illustrate our results by experiments that show that our most universal methods are necessary in a disruptive environment but are less rapidly profitable in fixed environments. We show how these results can be used to simulate complex behaviors by detailing the implementation of virtual hens. Then, we adapt the ATA to the navigation problem in instable environments. We illustrate these results by implementing a virtual mobile able to navigate in a maze that perpetually changes
Cantau, Alina Formont Isabelle Metzger Jean-Paul. "Sélection de documents du département Sciences et techniques de la BnF en vue de leur intégration dans Gallica 2." [S.l.] : [s.n.], 2007. http://www.enssib.fr/bibliotheque-numerique/document-2025.
Full textFoloppe, Déborah. "Evaluation et entraînement des activités de la vie quotidienne dans la maladie d'Alzheimer : Intérêt de la réalité virtuelle." Thesis, Angers, 2017. http://www.theses.fr/2017ANGE0091.
Full textAlzheimer’s disease makes difficult to carry out everyday activities. However, improvements in diagnosis have provided perspectives for functional rehabilitation. The urgency is hence to develop interventions likely to maintain patients’ autonomy. It requires a better understanding of the origin of activity limitation, strategies to optimize learning in the early stages of the disease, and tools adapted to the constraints of clinical practice. In this context, this work aimed to explore the interest of virtual reality in Neuropsychology of activities of dailyliving in mild to moderate Alzheimer's disease. Firstly (Study 1), we have examined the extent to which behaviors produced in virtual reality can reflect those produced in a real situation. The results showed the ecological validity of a simple virtual coffee task evaluated according to the omission-commission model. Then(Study 2), we have explored the interest to verbalize actions during a training in virtual, by comparing 2 errorless methods, with or without verbalization. The results supported the development of a system aiming to train 10 cooking tasks using an error less method, with self-generation and graduated cues. An iterative, user centered development (Study 3) resulted in a system ready for the training phase. A case study in mild Alzheimer (Study 4) has shown that training in virtual improved real functioning comparably to a training in real, with a skill maintenance at 6 months. Study 5 extended these results to a group, and also showed a generalization to similar tasks at the end of the intervention, but without maintenance. We hope that this work will be pursued with studies on interaction techniques, learning methods, and the transfer of functional improvements to participation
Protat, Stéphane. "Maladie d'Alzheimer et environnements virtuels évocateurs évaluation de la mémoire autobiographique et des apports thérapeutiques d'une nouvelle forme de thérapie de revue de vie." Thèse, Université de Sherbrooke, 2009. http://savoirs.usherbrooke.ca/handle/11143/199.
Full textHeguy, Olivier. "Architecture comportementale pour l'émergence d'activités coopératives en environnement virtuel." Toulouse 3, 2003. http://www.theses.fr/2003TOU30208.
Full textChen, Chu-Yin. "Systèmes autonomes en création artistique numérique : la vie artificielle : développement génétique et comportemental de créatures virtuelles en environnement évolutif." Paris 8, 2001. http://www.theses.fr/2001PA081985.
Full textAjaj, Rami. "TEAMViz : systèmes multi-dispositifs, multi-vues et multi-surfaces pour la visualisation interactive de scène 3D." Paris 11, 2009. http://www.theses.fr/2009PA112234.
Full textVirtual environments are immersive and intuitive spaces but the design of edition and navigation interfaces is complex because of the diversity of interaction devices and tasks to realize. Direct-touch tabletop devices offer intuitive interactions but limited number of degrees of freedom. In order to cover the interaction need in 3D environments, we have designed TEAMViz (Tabletop Environment Augmented with Mural Visualisation). TEAMViz combine interactions performed through a 3D perspective view of the same scene dispayed on a wall screen. The main contribution of our research is the conception of a design space dedicated to the combination of interactions that use multiple input devices and multiple views displayed on distinct display surfaces for edition and navigation tasks in virtual environments. This design space considers the relation between input degrees of freedom in the real-world and the tasks to achieve as well as the relations between views. It allows to combine interactions realized using devices for which an important input/output coupling is required as for tactile surfaces
Cao, Xue. "Mise en oeuvre d'une tâche virtuelle, écologique et paramétrable dans le contexte des fonctions exécutives." Phd thesis, Ecole nationale supérieure d'arts et métiers - ENSAM, 2010. http://pastel.archives-ouvertes.fr/pastel-00577779.
Full textSorita, Eric. "Impact fonctionnel des troubles cognitifs dans les activités de la vie quotidienne chez les personnes cérébrolésées adultes : apports de la réalité virtuelle." Thesis, Bordeaux 2, 2013. http://www.theses.fr/2013BOR22128/document.
Full textVirtual Reality (VR) seems to open promising ways to research, particularly regarding the impact of cognitive deseases among people with acquired brain injury (ABI) immersed in simulated daily life situations. The use of VR raises or brings up to date concerns about the ecological validity of neuropsychological tests and the links between functional performance and cognitive processes. Aim: This thesis aims to study the ecological validity of virtual environments and relationships between functional performance and cognitive processes using two simulated tasks of daily life among people with ABI. Apparatus and method: Experimentation 1 Study population: 27 patients with Traumatic Brain Injury had been consecutively included and divided into two groups.Method: the first group including 13 subjects learned a route in an urban district near from the hospital of Bordeaux. In the second group 14 subjects had to do the same procedure in a virtual district that replicated the real environment. All subjects had to complete spatial representation tests at the end of the delayed recall route. Experiment 2 Study population: 95 patients with ABI (essentially including people with TBI or Cerebral Vascular Desease) were included. Method: Subjects had to do errands in the virtual supermarket VAP-S (Marié et al 2003, Klinger et al 2004). Among the initial group 50 subjects had a neuropsychological battery.Results Experiment 1 No significant difference has been found between the two groups according to demographic data and TBI severity. There was no effect of the real or virtual environement on the recall of route and the number of error was the same wathever was the environmental condition [(1, 25) = 0.679; p = 0.4176)]. Among the spatial representation tests, only the scene arrangement test were higher in the real environment [U = 32.5; p = 0.01]. Expériment 2 No significant difference between the two groups has been found according to demographic data, neuropsychological tests, mood, and social integration. A Principal Componant Analysis (PCA) on the results of the 50 subjects who had completed the whole neuropsychological battery raised a four factor solution that accounts for 69.4% of the variance. Among these factors, episodic memory, prospective memory and perceptual organization showed as many relationships with VAP-S indicators as attention and executive componants (inhibition and updating). The factor 3 is linked to social integration. It is an argument in favor of the ecological validity of the VAP-S Discussion In the first experiment, despite the fact that spatial representations seemed different between the real and virtual environments, learning results were the same. RV is a reliable and safe to assess the topographical performance which is important in the daily life and notably in social and vocational rehabilitation. The second experiment suggested that VR simulated activity of daily living as shopping in a virtual supermarket bring together cognitive resources within interactions probably close than daily life. This result overcomes the limits of the splitting cognitive functioning in neuropsychology with a good ecological validity. However these results must be examined with caution due to large individual variation. Conclusion This thesis confirms the ecological validity of RV simulated activities of daily living close to the complexity of the relationships between the performance observed in the daily life and cognitive processes that are underlying it. It opens interesting perspectives to assessment and cognitive rehabilitation using RV of people with ABI and cognitive deseases with the purpose to improve autonomy in daily life
Niquin, Cédric. "Reconstruction du relief et mixage réel/virtuel par caméras relief multi-points de vues." Thesis, Reims, 2011. http://www.theses.fr/2011REIMS006/document.
Full textThe display in 3D, with or without glasses, becomes more and more popular. The auto-stereoscopic displays contain between 2 and 9 images. The creation, transmission or display of such images correspond to scientific obstacles. Indeed the transmission of the images needs compression methods that exploit information redundancy between frames. The display requires that the same content can be viewed on all screens, which is possible only by using methods of intermediate views rendering. Finally the context of multi-view brings new perspectives in augmented reality, like the projection of shadows and occlusion between real and virtual content. All these applications can be obtained by computing the depths of the scene. Stereovision methods allow depth estimation, but are generic and not well suited to the context of multi-view images or the application mentioned above. We propose in this thesis a pipeline dedicated to the depth reconstruction of a scene in a multi-view context.Through a new expression of the multi-view matching, which involves grouping the pixels representing the same point of the scene in "match" and thus form a partitioning of all pixels, our pipeline finds information redundancies in order to obtain a robust estimation of depths. This expression defines exactly occlusions in the scene, which raises much of the ambiguity in image compression and intermediate views rendering. We also present a new constraint, integrated in our pipeline, which ensures the geometric consistency of the reconstructed depths. This constraint is essential for a consistent mix between virtual and real objects, and is also very useful for intermediate views rendering. Our pipeline consists of four modules : " point cloud generation ", "surface reconstruction ", depth refinement " and " time tracking ".Apart from the first module city, others are optional and their use depends on needs and target applications. Thus, the results of our pipeline are depth maps, a point cloud or a mesh representing the scene. As a proof of the pipeline, we present two implementations of it. The first, called local, is based on fast algorithms to reconstruct the scene in real time. The second implementation is dedicated to post-production applications and generates better quality depth at the expense of longer computation time. We also demonstrate the relevance of our pipeline by providing new methods of multi-view image compression, intermediate views rendering and augmented reality
Dang, Hoang Anh. "Modélisation en vue de la simulation énergétique des bâtiments : Application au prototypage virtuel et à la gestion optimale de PREDIS MHI." Phd thesis, Université de Grenoble, 2013. http://tel.archives-ouvertes.fr/tel-00957613.
Full textMaritaud, Karl. "Rendu réaliste d'arbres vus de près en images de synthèse." Limoges, 2003. http://aurore.unilim.fr/theses/nxfile/default/26d2f3b6-ee12-4232-956d-706abdfbda53/blobholder:0/2003LIMO0049.pdf.
Full textMost of the research in the rendering of trees in Computer Graphics has focused on methods designed for viewpoints at a certain distance where the details of the bark and leaves are not perceptible. Rendering realistic trees at a short distance remains an open and difficult problem, essentially due to the visual complexity of bark textures. Here, image-based methods are proposed to extract the relief and color from a single photograph of real bark texture, without any complicated manipulations, and then to automatically synthesize realistic 3D bark textures. A method is proposed to apply these textures, with neither repetition nor discontinuities on the texture, onto branches modeled by displacement-mapped implicit surfaces, which are blended without bulge. Moreover, a technique for extracting the relief of leaf veins is proposed. Together, these methods allow us to achieve a high degree of visual realism for rendering close-up views of trees
Parisy, Olivier. "Génération automatique de modèles physiques à partir de modèles géométriques animés par squelette : application aux animats." Bordeaux 1, 2004. http://www.theses.fr/2004BOR12837.
Full textThe animation and computer simulation of virtual creatures are topics which have benefitted from a strong research impulse from the community of computer graphics. Some techniques, such as keyframing of motion capture, are widely used but impose a great burden on the animator because of the limited re-use possibilities of produced movements in new projects. Parallel to those open loop techniques, other approaches based on higher level tools have been developped : physical simulation, locomotion / prehension algorithms, perceptive systems, etc. They all have the interest of abstracting the movement by bringing the animator control tools with higher-level parameters, and in a smaller number than traditionnal techniques. This problem of system control with respect to some goals, and some described tools have counterparts in the artificial life domain. This discipline addresses the issue of the genesis of biological phenomenom by synthetising systems which behave in a way similar to life beings. Beyond computer simulations, robotic implementations of those techniques have shown their practical interest and possibilities offered by behaviours generation in a complex environment. Basing our work on the observation of a need of genericity for animation tools in computer graphics, and on the interest of a complex environment in which artificial life simulations can take place, we will show the usefulness of bringing together the issues of those communities using a common platform, itself based on a physical simulation and the easy generation of physical models of artificial creatures. We will hence study a framework taking into account needs and constraints of those disciplines, the issues raised by physical simulation use and how the tools we are proposing make it easier to use. We will finally show how this platform can be used, and the expected contributions either from a computer graphics or artificial life point of view
Ajaj, Rami. "TEAMViz : systèmes multi-dispositifs, multi-vues et multi-surfaces pour la visualisation interactive de scènes 3D." Phd thesis, Université Paris Sud - Paris XI, 2009. http://tel.archives-ouvertes.fr/tel-00617855.
Full textBrink, Sylvia, Andreas L. Fuchs, Roderich Henrÿ, Kathleen Reiß, Dennis Schilling, and Robert Strötgen. "„Gemeinsam Wissen Schaffen“ – Das Konzept der Virtuellen Forschungsumgebung von Edumeres.net als Beispiel für kollaboratives Arbeiten in der Bildungsmedienforschung: „Gemeinsam Wissen Schaffen“ – Das Konzept der Virtuellen Forschungsumgebung von Edumeres.net als Beispiel für kollaboratives Arbeiten in der Bildungsmedienforschung." Technische Universität Dresden, 2011. https://tud.qucosa.de/id/qucosa%3A28071.
Full textBrink, Sylvia, Andreas L. Fuchs, Roderich Henrÿ, Kathleen Reiß, Dennis Schilling, and Robert Strötgen. "„Gemeinsam Wissen Schaffen“ – Das Konzept der Virtuellen Forschungsumgebung von Edumeres.net als Beispiel für kollaboratives Arbeiten in der Bildungsmedienforschung." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-143546.
Full textBouchaala, Afef. "Méthode de modélisation prédictive de boîtiers des circuits intégrés en vue d’anticiper avant design l’immunité au bruit du circuit." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S128.
Full textModern electronic systems require a high-level of integrations. As a result, some phenomena which are known as ElectroMagnetic Compatibility (EMC) issues are arising, and they are the major causes of system redesign. This main objective of this work is to develop a predictive methodology for systems immunity. To do so, different fields have been investigated: first, we have developed a predictive method for package parasites called “MCTL Matrix Method” which is based on a virtual package prototyping and Multiconductor transmission lines. Then we have proposed a new methodology for system immunity at the earliest design stages
Filetti, Mirko [Verfasser], Frank [Gutachter] Molkenthin, Albrecht [Gutachter] Gnauck, and Gerhard [Gutachter] Wiegleb. "Open Source basierte Virtuelle Forschungsumgebungen für Projekte in der ökologischen Langzeitforschung : das „Rapid L-TER VRE“ Baukastenkonzept zur schnellen und nachhaltigen Realisierung / Mirko Filetti ; Gutachter: Frank Molkenthin, Albrecht Gnauck, Gerhard Wiegleb." Cottbus : BTU Cottbus - Senftenberg, 2019. http://d-nb.info/1187741043/34.
Full textHaidar, Hassan. "A generic information-model for distributing VRE using DDS." Thesis, Brest, 2015. http://www.theses.fr/2015BRES0032.
Full textVirtual Reality Environments, which present a safer learning and training environment, are increasingly being adopted to simulate complex systems. In parallel, distribution services have become essential following advances in telecommunications and the subsequent demand on the mobility of users. Hence, middleware enables technologies to provide such services to existing and newly-developed applications. However, distributing VRE with existing APIs still requires lots of specific development and customization.Data Distribution Service (DDS) is one of the standardized middleware for real-time applications based on a peer-to-peer architecture. It requires awareness about the types of data distributed and which is achieved by defining an information-model using an Interface Definition Language (IDL) file. Consequently, distributing VRE using DDS introduces an additional step for modelling a specific IDL file to meet each application requirements. Considering the fact that domains addressed by VRE are populated by complex data types (procedural, behavioral, etc.) then engineering a specific IDL file for each application is a complex task that requires an intervention from the computer-scientist and the domain-expert each time an application has to be distributed. The first contribution of my thesis is to provide a generic information-model which is reusable upon distributing different VRE.The novelty of our approach is based on the coupling between conceptual models (in our case we use MASCARET meta-model) and the awareness need of DDS about data to distribute, so we create generic structures within the IDL file. By this, we eliminate one step of the workflow and consequently we simplify the process of using DDS. From another side, DDS remains a low level middleware for distribution that is based on peer-to-peer architecture with no control layer in the middle. Like other classical algorithms, lots of messages should be sent over the network to synchronize the distributed environment. Moreover, we should specify by code how to detect changes in the virtual environment to send updates. Thus, the second contribution we propose is to use a generic control layer that can dynamically detect when changes occur. This layer is based onthe explicit knowledge about executed behaviors
Tejeda, de la cruz Alberto. "Développement d’une méthode d’auto-paramétrage auto-adaptatif pour une pompe à chaleur en vue d’un fonctionnement optimisé." Thesis, Paris Sciences et Lettres (ComUE), 2016. http://www.theses.fr/2016PSLEM088.
Full textSetting control parameters of residential double service heat pumps at the time of installation and commissioning is a delicate matter. Indeed, some parameters are not trivial, there are many to be adjusted and the heat pump operations are quite sensitive to the parameters' values. Poor parameterization can lead to suboptimal heat pump operation or even to important dysfunction (harming thermal comfort).Hence, this thesis aims to develop a method for the heat pump to self-adapt the value of its control parameters. The heat pump should modify if required the "default" settings in order to adapt them to the heat emitters, to the building thermal response and to the occupancy (in terms of thermal comfort and DHW needs). For industrial reasons, this method should use on-board sensors.First, the thesis focuses on identifying the key parameters of the heat pump control, i.e. those with greatest influence on the consumption. This leads to the functions which have to be optimized: heating curve adjustment, time of DHW generation, heating setback anticipation. The objective is to maximize the coefficient of performance and minimize the use of electrical back-ups while ensuring comfort. This is achieved by developing optimized control algorithms. Thanks to forecasts models, based on neural networks, we are able to predict on a short term horizon the building thermal response, the DHW availability and the heat pump performances. The developed models and algorithms have been validated through numerical simulations, and we have evaluated the heat pump performances in comparison to a classic control. The proposed solutions were applied and tested during a heating season on a real heat pump installed in a semi-virtual test bench (real weather and virtual building)
Bodur, Saim Berktan. "Influence comparée du matériel et du virtuel sur la compréhension des élèves à propos de la flexion-extension du bras." Phd thesis, École normale supérieure de Cachan - ENS Cachan, 2006. http://tel.archives-ouvertes.fr/tel-00162217.
Full textDes supports virtuels utilisant des images différentes (dessin, schéma et photo animée) ont été élaborés sous forme de simulations. L'analyse a essentiellement portée sur l'utilisation seule ou en complément d'un modèle matériel de ces simulations auprès des élèves de 8 à 10 ans de plusieurs écoles élémentaires parisiennes.
Les résultats montrent que plus l'image se rapproche du réel meilleure est l'acquisition des concepts liés au phénomène. En ce qui concerne la complémentarité du matériel et du virtuel, la simulation informatique est moins efficace seule qu'utilisée en complément du support matériel, cette complémentarité fonctionnant mieux dans l'ordre matériel puis virtuel.
Ogden, Lillie. "Exploring Opportunities for Novel Electricity Trading Strategies within a Virtual Power Plant in the European Power Market : New Possibilities in Power Trading Due to the Increased Share of Variable Renewable Energy." Thesis, KTH, Energiteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277841.
Full textDenna rapport undersöker effekterna av variabel förnybar energi (VRE) på krafthandeln på den europeiska elhandelsmarknaden för stora aktörer. Den komplicerade driften av ett typiskt kraftutbyte i Europa åtföljs av ett lika komplicerat balanseringssystem. Den ökande mängden VRE i kraftsystemet, såsom vind- och solkraft, har långtgående effekter för krafthandlare på både denna elmarknad och motsvarande balanseringssystem. Som ett resultat utvecklas elmarknaden på enastående sätt och nya deltagare kommer in på spelplanen för att dra nytta av den förändrade dynamiken som orsakas av VRE-generatorer. En ny spelare, det virtuella kraftverket (VPP), har en fördel jämfört med andra marknadsaktörer genom att samla VRE-generatorer med styrbara förnybara energiproducenter, som biogas och vattenkraftverk, till en enhet. Detta gör att VPP både kan få tillgång till live VRE-produktionsdata som större anläggningar inte har, som den sedan använder för att distribuera olika underpooler av tillgångar och för att tillhandahålla balanstjänster till nätet. Därefter kan VPP: er handla med VRE och annan förnybar el på ett överlägset sätt på samma spotmarknader och balanseringssystem som stora centrala kraftverk och industrikonsumenter. Rapporten visar att VPP-handlare kan göra vinster genom innovativa handelsstrategier som utnyttjar förutsägbara marknadseffekter orsakade av VRE-kraft genom en detaljerad förståelse för elmarknaden och unik tillgång till data för produktionen av förnybar energi
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Ducharme, Vincent. "Simulation de systèmes chimique et physiologique." Mémoire, Université de Sherbrooke, 2013. http://hdl.handle.net/11143/6580.
Full textPiganiol, Matthieu. "L'extension virtuelle de la "maison-des-hommes" : étude des récurrences et variations au modèle classique d'appréhension et de construction de la masculinité, au vu des spécificités d'un media dématérialisant et d'un contexte de convergence culturelle." Thesis, Toulouse 2, 2016. http://www.theses.fr/2016TOU20047.
Full textIn the context of a cultural and media convergence, we will address internet culture from the perspective of some of its epistemic forms: hackers, gamers, and geeks. In the latticework of web historiography, these forms relate to each other and to registers of actions and practices which give meaning to online sociability—idea matrices which reify a social world of cultural, technical and social knowledges in a dematerialized space-time continuum. In the tense relation between imagination and reality, agents produce themselves as subjects. Through mobility and motility, identities get adjusted or indexed, or even distance themselves. This is how we can articulate the utopian archetype of the cyborg, into which individuals are disembodied into the machine. But despite ideals of potential development and freedom from the injunctive, coercive, and regulating frameworks of the material world, social issues still do not get resolved. The systems and ways of their reproduction remain numerous. Among these social issues, we take male over-representation as the focus of our study. Structurally resistant to change and to any form of social intervention by exogeneous elements, these reifying online communities reproduce a gender structure in the atavistic manner of the old world, as is described in the sociological concept of the “men's house”. Through an examination of their recurrences and particularities, our theoretical project is, on the one side, to define and identify these communities in order to, in a second step, study their statistical androcentrism. Our approach is that of the ethnography of the virtual, our theoretical frameworks are those of gender sociology, media sociology, and critical sociology
Lamargue, Delphine. "Cognition et sclérose en plaques : développement de nouveaux outils d’évaluation « écologique » en réalité virtuelle et d'un programme spécifique de réhabilitation, caractérisation de l’humeur dépressive, évaluation de la qualité de vie et apport de l’imagerie cérébrale à l'étude de la réhabilitation." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0120/document.
Full textThe purpose of this work is to better understand the cognitive and brain changes associated with multiple sclerosis and the influencing factors to help improve cognitive support for people living with MS. We organized our work according to two axes. The first one was to optimize cognitive assessments. We have shown i) a decrease in quality of life (QoL) linked to cognitive impairment and its impact on the professional status and ii) interest in the use of Depressed Mood Scale self-questionnaire that we validated and whose lack of emotional control dimension was particularly associated with QoL. We also developed ecological tasks in virtual environment and showed their potential to evaluate several cognitive components or their interactions, suggesting an interest in evaluating the functional impact of cognitive impairment in daily activities of PwMS. The second, for which we presented the theoretical basis, methodology and preliminary results, was to improve cognitive care through its assessment and rehabilitation (REACTIV study in progress). We created fMRI paradigms and a specific rehabilitation program to guide brain plasticity phenomena in order to optimize the transfer of training in daily life and improve QoL. Preliminary results in multimodal imaging revealed MRI measures of two structures, the thalamus and the corpus callosum, which would be predictive of progression of certain cognitive performance during our therapies
Leleu-Merviel, Sylvie. "La scénistique: méthodologie pour la conception de documents en media multiples suivant une approche qualité." Habilitation à diriger des recherches, Université Paris VIII Vincennes-Saint Denis, 1996. http://tel.archives-ouvertes.fr/tel-00660099.
Full textBolldén, Karin. "Online teaching practices : Sociomaterial matters in higher education settings." Doctoral thesis, Linköpings universitet, Pedagogik och vuxnas lärande, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-117275.
Full textSyftet med föreliggande studie var att beskriva och analysera undervisningspraktiker online i svensk högre utbildningskontext. Studien har en onlineetnografisk ansats och baseras på empiriska data av undervisningen i två kurser på universitetsnivå. Studien stödjer sig främst på observationsdata men även intervjuer och dokumentstudier ligger som grund för analysen. Empiriska data har analyserats med ett praktikteoretiskt perspektiv – ett perspektiv inom sociomateriell teoribildning. Resultatet visar att undervisning online kännetecknas av en förkroppsligad sociomateriell praktik. Lärarkroppen kan förstås som både multipel och tätt sammanvävd med teknologi. Vidare används lärarkroppen i undervisningssituationen för att reducera komplexitet men även för att, tillsammans med annan materialitet, prefigurera vad det är för typ av undervisning som kommer att utspela sig. Vidare kan lärarinterventioner i onlinemiljöer förstås som relationella till både tekniken (det vill säga det virtuellt materiella arrangemanget) och lärares göranden och säganden (det vill säga undervisningspraktiken). Lärarinterventioner syftar till att göra arrangemanget begripligt för studenterna. Studien visar att lärarinterventionerna arrangerar både studenter och informations- och kommunikationsteknologi (IKT) i syfte att få dem att fungera som en undervisningspraktik. Den undervisningspraktik som uppstår är inte given på förhand utan emergent. Den karaktäriseras av ett samspel mellan virtuell materialitet och social praktik där asymmetriska relationer mellan lärare och IKT råder.
Savall, Frédéric. "Estimation de l'âge au décès d'individus français contemporains. Apport d'un échantillon virtuel à la méthode de Brooks et Suchey." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30384/document.
Full textAge at death estimation is a major step in forensic identification. The Suchey-Brooks' method is commonly used and based on observation of the maturation and degeneration processes of pubic symphysis. However, the reference sample may have an effect on the estimated age. The Suchey-Brooks' sample has been tested on numerous collections and the authors note that the estimated age is affected by the interpopulation variability. In addition, in the area of ??paleodemography, researchers found the age structure of the target sample tended to be similar to the reference sample. Thus, the authors highlight the importance of having samples "population specific" with a uniform distribution of age, especially for contemporary French individuals. Medical imaging techniques, particularly computed tomography, provide a suitable means for developing such a database. The aim of our first study was to test the reliability of the Suchey-Brooks' method on a virtual sample of contemporary French male individuals. We carried out a retrospective study of 680 pubic symphyses of adult male individuals who underwent a computed tomography examination in two hospitals (Toulouse and Tours, France) between January 2013 and July 2014. The results showed an overestimation of the actual age for phases I and II and an underestimation of the actual age for stages IV, V and VI. In addition, the mean stages of the reference sample were significantly lower for the 14 to 25 age group and were significantly higher for individuals over 35 years of age. The aim of our second study was to test a virtual reference sample with a uniform age structure in order to improve the accuracy of the age estimation in individuals over 40 years of age. We retrospectively built a virtual reference sample of 1100 pubic symphyses from CT scans carried out in two hospitals between January 2013 and July 2015. A test sample composed of 75 pubic symphyses was built from post-mortem computed tomography examinations performed at the forensic department of Montpellier (France). Compared to the Suchey-Brooks' reference sample, using our sample improved precision for male individuals over 55 years of age and a smaller underestimation for male individuals aged 56 to 70 years. Similarly, there was an improvement in accuracy for females over 70 and a smaller underestimation for females over 55 years of age. Contributions of our work are as follows: the Suchey-Brooks' method should be used with caution in France, as the age estimate is limited by a lack of reliability related to interpopulation variability. Our results are consistent with the previous results and confirm them for the French population. In the future, the Suchey-Brooks method could benefit from an update of the sample of references by creating new samples specific to each population. In addition, our work allowed us to present a large database of pubic symphyses that could constitute a virtual French reference sample that could improve the reliability and accuracy of the age at death estimation