Littérature scientifique sur le sujet « Intelligence artificielle générative »
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Articles de revues sur le sujet "Intelligence artificielle générative"
Andreescu, Radu-cristian. « Réalité, possibilité, nouveauté : ce qui reste de l’inspiration artistique dans les images générées par l’Intelligence Artificielle. Esthétique et sémantique ». Nouvelle revue d’esthétique 33, no 1 (23 août 2024) : 13–23. http://dx.doi.org/10.3917/nre.033.0013.
Texte intégralTijus, Charles. « Après-propos. L’intelligence artificielle : une autre intelligence ? » Enfance N° 1, no 1 (28 mars 2024) : 51–60. http://dx.doi.org/10.3917/enf2.241.0051.
Texte intégralMouheb, Hassan. « Intelligence artificielle, accélérateur de cybercriminalité : appréhender le rôle complice de l’intelligence artificielle en matière de cybercriminalité ». Question(s) de management 49, no 2 (3 juillet 2024) : 93–98. http://dx.doi.org/10.3917/qdm.229.0093.
Texte intégralGalland-Decker, Coralie, Pauline Brunner, Chiara Marinoni, Jeremy Jankovic, Alberto Guardia et François Bastardot. « Santé numérique : Intelligence artificielle générative en médecine : définitions, usages et limites ». Revue Médicale Suisse 21, no 907 (2025) : 404–7. https://doi.org/10.53738/revmed.2025.21.907.404.
Texte intégralSchroder, Cédric. « Génération alpha et intelligence artificielle ». Éducation Permanente Hors série, HS1 (17 décembre 2024) : 97–104. https://doi.org/10.3917/edpe.hs01.0097.
Texte intégralHermet, Marie. « Traduction et Intelligence Artificielle ». Raison présente N° 231, no 3 (16 octobre 2024) : 65–74. http://dx.doi.org/10.3917/rpre.231.0065.
Texte intégralLebrun, Tom, et René Audet. « Une poésie machinique ? Génération automatisée, intelligence artificielle et création littéraire ». Communication & ; langages N°203, no 1 (2020) : 151. http://dx.doi.org/10.3917/comla1.203.0151.
Texte intégralBorloz, Erica, et Guillaume Tschupp. « English Quest : Exploration du potentiel pédagogique des IA génératives dans l’apprentissage des langues ». Babylonia Journal of Language Education 1 (5 avril 2025) : 60–65. https://doi.org/10.55393/babylonia.v1i.511.
Texte intégralDündar, Oğuz İbrahim. « Utilisation Potentielle De Chatgpt Dans L'apprentissage Des Langues Etrangères : Exploration Des Possibilités Selon Les Niveaux Langagiers Du CECRL ». Kahramanmaraş Sütçü İmam Üniversitesi Sosyal Bilimler Dergisi 21, no 1 (30 avril 2024) : 63–75. http://dx.doi.org/10.33437/ksusbd.1384040.
Texte intégralMartin, Isabelle. « L’éducation aux médias et à l’information (EMI), au défi des intelligences artificielles génératives d’images ». Administration & ; Éducation N° 183, no 3 (25 septembre 2024) : 79–86. http://dx.doi.org/10.3917/admed.183.0079.
Texte intégralThèses sur le sujet "Intelligence artificielle générative"
Chutaux, Corina. « Art, littérature et Intelligence Artificielle. Sur le chemin de la dématérialisation ». Electronic Thesis or Diss., Sorbonne université, 2025. http://www.theses.fr/2025SORUL021.
Texte intégralWith the emergence of generative artificial intelligences, numerous concerns have shaken the fields of art and literature, potentially dividing the world into two diametrically opposed categories: technophobes and technophiles. This thesis aims to reconcile art, literature, and artificial intelligence by providing a state-of-the-art overview on these questions and by outlining avenues for interpreting algorithmic aesthetics and poetics. It specifically seeks to shed light on the different semantics of creativity. In the face of new realities, terms must be readjusted, recycled, or even reinterpreted. The artist and the writer are called to reconsider their achievements and reinvent themselves, as art history has demonstrated repeatedly, albeit in a less ambiguous manner during the paragone with photography. What does it mean to be an artist or a writer at the dawn of dematerialization? What contribution can artificial intelligence make to the fields of art and literature? How can these three seemingly disjointed domains be connected, and how can this breaking down of barriers become a strength within the creative ecosystem? What are the current limits of artificial intelligences hic et nunc but also the limits of human artists in the face of a crisis of representation, felt by art critics for over a century ?representation observed by art critics for over a century
Lacan, Alice. « Transcriptomics data generation with deep generative models ». Electronic Thesis or Diss., université Paris-Saclay, 2025. http://www.theses.fr/2025UPASG010.
Texte intégralThis thesis explores deep generative models to improve synthetic transcriptomics data generation, addressing data scarcity in phenotypes classification tasks. We focus on Variational Autoencoders (VAEs), Generative Adversarial Networks (GANs), and diffusion models (DDPM/DDIM), assessing their ability to balance realism and diversity in high-dimensional tabular datasets. First, we adapt quality metrics for gene expression and introduce a knowledge-based self-attention module within GANs (AttGAN) to improve the fidelity-diversity trade-off. A main contribution is boosting classification performance using minimal real samples augmented with synthetic data. Secondly, another contribution was the first adaptation of diffusion models to transcriptomic data, demonstrating competitiveness with VAEs and GANs. We also introduce an interpolation analysis bringing perspectives on data diversity and the identification of biomarkers. Finally, we present GMDA (Generative Modeling with Density Alignment), a resource efficient alternative to GANs that balances realism and diversity by aligning locally real and synthetic sample densities. This framework allows controlled exploration of instance space, stable training, and frugality across datasets. Ultimately, this thesis provides comprehensiveinsights and methodologies to advance synthetic transcriptomics data generation
Régin, Florian. « Programmation par contraintes générative ». Electronic Thesis or Diss., Université Côte d'Azur, 2024. http://www.theses.fr/2024COAZ4052.
Texte intégralConstraint Programming (CP) is a method for solving combinatorial problems, encapsulating techniques from artificial intelligence, computer science and operations research. Model Checking (MC) is a formal technique for automatically proving whether a given system satisfies a specification. To handle CP problems, which often have many states and transitions, CP solvers are slower or use more memory than MC solvers (called model checkers). The latter are sometimes able to push the exponential (in time/space), compared to CP solvers. This thesis aims to answer two questions: How can we create a CP technique that can solve MC problems as efficiently or more efficiently than model checkers? How can this technique be used on classical CP problems as efficiently or more efficiently than traditional CP solvers? We answered the first question by creating GenCP, a CP technique inspired by the Generative Constraint Satisfaction Problem (GCSP) and the On-the-fly MC (OTF). To answer the second question, we refined GenCP and demonstrated its capabilities against traditional CP on classic CP problems, such as the NQueens problem. Generative Constraint Programming is a made-up term to refer to any CP technique that resembles GenCP/GCSP. The major drawback of MC problems is the state explosion problem. Several variants of MC have been created to solve this problem. OTF is the variant of MC that achieves the best results compared with CP solvers on MC problems. OTF doesn't start with any states and creates/destroys states on the fly during the search for solutions. GCSP was created to solve configuration problems (which resemble MC problems). GCSP involves three main concepts: variables, which represent the objects of the problem; domains, which represent the values associated with the variables; and constraints, which represent properties associated with one or more variables. In traditional CP, these concepts must be defined prior to the search for solutions. In GCSP, domains must be defined prior to the solution search, and variables/domains are generated during the solution search. GCSP is more efficient than traditional CP on MC problems, but less efficient than OTF. We designed GenCP to be a mix between GCSP and OTF. To the best of our knowledge, GenCP is the first CP technique capable of starting the solution search with none of the CP concepts defined; GenCP generates the concepts during the solution search. GenCP outperforms GCSP and traditional CP on MC problems, and is equivalent to model checkers. GenCP has been refined using OTF. Refining consists of simultaneously processing domain and constraint generation and propagation. The refined version of GenCP generates domains that are guaranteed to satisfy the constraints, and are therefore often smaller in size than the unrefined version. The refined version has proven to be efficient, achieving better results than traditional CP on classical CP problems: NQueens, All Interval, Graceful Graphs and Langford Number. To further demonstrate the advantages of GenCP over traditional CP, we introduced GenCPML, a new hybridization between CP and Machine Learning (ML), where domains are created on the fly during the search for solutions by an ML model. On some problems, GenCPML manages to achieve better results than CP alone and ML alone
Haidar, Ahmad. « Responsible Artificial Intelligence : Designing Frameworks for Ethical, Sustainable, and Risk-Aware Practices ». Electronic Thesis or Diss., université Paris-Saclay, 2024. https://www.biblio.univ-evry.fr/theses/2024/interne/2024UPASI008.pdf.
Texte intégralArtificial Intelligence (AI) is rapidly transforming the world, redefining the relationship between technology and society. This thesis investigates the critical need for responsible and sustainable development, governance, and usage of AI and Generative AI (GAI). The study addresses the ethical risks, regulatory gaps, and challenges associated with AI systems while proposing actionable frameworks for fostering Responsible Artificial Intelligence (RAI) and Responsible Digital Innovation (RDI).The thesis begins with a comprehensive review of 27 global AI ethical declarations to identify dominant principles such as transparency, fairness, accountability, and sustainability. Despite their significance, these principles often lack the necessary tools for practical implementation. To address this gap, the second study in the research presents an integrative framework for RAI based on four dimensions: technical, AI for sustainability, legal, and responsible innovation management.The third part of the thesis focuses on RDI through a qualitative study of 18 interviews with managers from diverse sectors. Five key dimensions are identified: strategy, digital-specific challenges, organizational KPIs, end-user impact, and catalysts. These dimensions enable companies to adopt sustainable and responsible innovation practices while overcoming obstacles in implementation.The fourth study analyzes emerging risks from GAI, such as misinformation, disinformation, bias, privacy breaches, environmental concerns, and job displacement. Using a dataset of 858 incidents, this research employs binary logistic regression to examine the societal impact of these risks. The results highlight the urgent need for stronger regulatory frameworks, corporate digital responsibility, and ethical AI governance. Thus, this thesis provides critical contributions to the fields of RDI and RAI by evaluating ethical principles, proposing integrative frameworks, and identifying emerging risks. It emphasizes the importance of aligning AI governance with international standards to ensure that AI technologies serve humanity sustainably and equitably
Boutet, de Monvel Violaine. « Du feedback vidéo à l'IA générative : sur la récursivité dans les arts et médias ». Electronic Thesis or Diss., Paris 3, 2025. http://www.theses.fr/2025PA030009.
Texte intégralThis thesis raises, through the prism of feedback, a bridge between pioneer video art from the 1960s to the 1980s and the practices associated with generative AI, which the phenomenal advances in deep learning have precipitated since the mid-2010s. Retroaction in cybernetics refers to the self-regulation by the loop of natural and technological systems. Applied to closed-circuit analog, digital or hybrid setups, this automated process also qualifies the contingent effects that result from it on screen. The first section looks back at the colossal influence that information theory and the notion of noise have had on the genesis of the video genre since the advent of the medium, in 1965. It revolves around the narcissistic paradigm (Rosalind Krauss, 1976) that essentialized its canons until the late 1970s, by analyzing the central place occupied by human perception and its televisual prosthetic extension. The second section focuses on the concurrent exploration of so-called machine vision, in dialogue with the tools (Steina and Woody Vasulka, 1976). Building upon the technocratic reversal of aesthetics then inherent to real-time image processing, a transition is made from audiovisual synthesis to its cinematic, and artificial counterparts. The third section contemplates creation with generative AI models developed since the introduction of GANs, in 2014. Questioning the redistribution of agency in networks, it ultimately considers the recursive genealogy of the arts and media, as well as the conditions for a sensitive algorithmic culture between signal and data
Hadjeres, Gaëtan. « Modèles génératifs profonds pour la génération interactive de musique symbolique ». Electronic Thesis or Diss., Sorbonne université, 2018. http://www.theses.fr/2018SORUS027.
Texte intégralThis thesis discusses the use of deep generative models for symbolic music generation. We will be focused on devising interactive generative models which are able to create new creative processes through a fruitful dialogue between a human composer and a computer. Recent advances in artificial intelligence led to the development of powerful generative models able to generate musical content without the need of human intervention. I believe that this practice cannot be thriving in the future since the human experience and human appreciation are at the crux of the artistic production. However, the need of both flexible and expressive tools which could enhance content creators' creativity is patent; the development and the potential of such novel A.I.-augmented computer music tools are promising. In this manuscript, I propose novel architectures that are able to put artists back in the loop. The proposed models share the common characteristic that they are devised so that a user can control the generated musical contents in a creative way. In order to create a user-friendly interaction with these interactive deep generative models, user interfaces were developed. I believe that new compositional paradigms will emerge from the possibilities offered by these enhanced controls. This thesis ends on the presentation of genuine musical projects like concerts featuring these new creative tools
Abdelghani, Rania. « Guider les esprits de demain : agents conversationnels pour entraîner la curiosité et la métacognition chez les jeunes apprenants ». Electronic Thesis or Diss., Bordeaux, 2024. http://www.theses.fr/2024BORD0152.
Texte intégralEpistemic curiosity—the desire to actively seek information for its inherent pleasure—is a complex phenomenon extensively studied across various domains. Several researchers in psychology, neuroscience, and computer science have repeatedly highlighted its foundational role in cognitive development and in fostering lifelong learning. Further, epistemic curiosity is considered key for cultivating a flexible mindset capable of adapting to the world’s uncertainties. These insights have spurred significant interest in the educational field, recognizing curiosity as essential for helping individuals be active and in control of their learning. These properties are crucial for addressing some of today’s major educational challenges, namely offering students individualized support to suit their competencies and motivations, and helping them become able to learn autonomously and independently in their dynamic and uncertain environments. Despite this well-documented importance of curiosity in education, its practical implementation and promotion in the classroom remains limited. Notably, one of the primary expressions of curiosity— question-asking (QA)—is nearly absent in most of today’s educational settings. Several reports show that students often spend a lot of time answering teachers’ questions rather than asking their own. And when they do ask questions, they are typically low-level and memory-based, as opposed to curious questions that seek novel information. In this context, this thesis aims to develop educational technologies that can foster children’s curiosity-driven learning by practicing curious QA behaviors, and their related metacognitive (MC) skills. Ultimately, we implemented interventions to train three dimensions: 1) Linguistic QA Skills: We implement a conversational agent to train the ability to formulate curious questions using compound questioning words and correct interrogative constructions. It helps children generate curious questions during reading-comprehension tasks, by providing specific cues. The effectiveness of different cue structures (a sentence vs. series of keywords) and implementations (hand-generated vs. GPT-3-generated content) is studied. 2) Curiosity-related metacognitive Skills: We create animated videos to give declarative knowledge about curiosity and its related MC skills: the ability to self reflect, make educated guesses, formulate efficient questions, and evaluate newly-acquired information. We also propose sessions to practice these skills during reading-comprehension tasks using specific cues given by conversational agents we designed to train procedural MC. 3) Social Perceptions and beliefs: We create animated videos to address the negative constructs learners tend to have about curiosity. They explain the importance of curiosity and how to control it during learning. Over 150 French students aged 9 to 11 were recruited to test these trainings of the three dimensions. Combined, these latter enhanced students’ MC sensitivity and perception of curiosity. At their turn, these factors facilitated students’ divergent QA behaviors which, at their turn, led to stronger learning progress and positive, affordable learning experiences. But despite the positive results, our methods had limitations, particularly their short duration. We suggest testing longer-lasting interventions to examine their long-term effects on curiosity. Finally, this thesis highlights the need to continue exploring QA and MC research in the age of Generative Artificial Intelligence (GAI). Indeed, while GAI facilitates access to information, it still requires good QA abilities and MC monitoring to prevent misinformation and facilitate its detection. We thus propose a framework to link efficient GAI use in education to QA and MC skills, and GAI literacy. We also present a behavioral study we intend to conduct to test this framework
Hadjeres, Gaëtan. « Modèles génératifs profonds pour la génération interactive de musique symbolique ». Thesis, Sorbonne université, 2018. http://www.theses.fr/2018SORUS027/document.
Texte intégralThis thesis discusses the use of deep generative models for symbolic music generation. We will be focused on devising interactive generative models which are able to create new creative processes through a fruitful dialogue between a human composer and a computer. Recent advances in artificial intelligence led to the development of powerful generative models able to generate musical content without the need of human intervention. I believe that this practice cannot be thriving in the future since the human experience and human appreciation are at the crux of the artistic production. However, the need of both flexible and expressive tools which could enhance content creators' creativity is patent; the development and the potential of such novel A.I.-augmented computer music tools are promising. In this manuscript, I propose novel architectures that are able to put artists back in the loop. The proposed models share the common characteristic that they are devised so that a user can control the generated musical contents in a creative way. In order to create a user-friendly interaction with these interactive deep generative models, user interfaces were developed. I believe that new compositional paradigms will emerge from the possibilities offered by these enhanced controls. This thesis ends on the presentation of genuine musical projects like concerts featuring these new creative tools
El, Mernissi Karim. « Une étude de la génération d'explication dans un système à base de règles ». Thesis, Paris 6, 2017. http://www.theses.fr/2017PA066332/document.
Texte intégralThe concept of “Business Rule Management System” (BRMS) has been introduced in order to facilitate the design, the management and the execution of company-specific business policies. Based on a symbolic approach, the main idea behind these tools is to enable the business users to manage the business rule changes in the system without requiring programming skills. It is therefore a question of providing them with tools that enable to formulate their business policies in a near natural language form and automate their processing. Nowadays, with the expansion of intelligent systems, we have to cope with more and more complex decision logic and large volumes of data. It is not straightforward to identify the causes leading to a decision. There is a growing need to justify and optimize automated decisions in a short time frame, which motivates the integration of advanced explanatory component into its systems. Thus, the main challenge of this research is to provide an industrializable approach for explaining the decision-making processes of business rules applications and more broadly rule-based systems. This approach should be able to provide the necessary information for enabling a general understanding of the decision, to serve as a justification for internal and external entities as well as to enable the improvement of existing rule engines. To this end, the focus will be on the generation of the explanations in themselves as well as on the manner and the form in which they will be delivered
Boulic-Bouadjio, Audren. « Génération multi-agents de réseaux sociaux ». Thesis, Toulouse 1, 2021. http://www.theses.fr/2021TOU10003.
Texte intégralLivres sur le sujet "Intelligence artificielle générative"
Gmyrek, Pawel, Janine Berg et David Bescond. Intelligence artificielle générative et emploi. Genève : OIT, 2023. http://dx.doi.org/10.54394/cbqi1358.
Texte intégralSimons, G. L. Les ordinateurs de demain : La cinquième génération. Paris : Masson, 1985.
Trouver le texte intégralChapitres de livres sur le sujet "Intelligence artificielle générative"
Lafrance St-Martin, Laura Iseut, et Maude Bonenfant. « INTELLIGENCE ARTIFICIELLE, PROCESSUS CRÉATIF ET GÉNÉRATION PROCÉDURALE DE JEUX VIDÉO PAR CONCEPTION AUTOMATISÉE ». Dans Intelligence artificielle, culture et médias, 103–26. Presses de l'Université Laval, 2024. http://dx.doi.org/10.2307/jj.15478489.8.
Texte intégralLafrance St-Martin, Laura Iseut, et Maude Bonenfant. « 5 - Intelligence artificielle, processus créatif et génération procédurale de jeux vidéo par conception automatisée ». Dans Intelligence artificielle, culture et médias, 103–26. Les Presses de l’Université de Laval, 2024. http://dx.doi.org/10.1515/9782763758787-007.
Texte intégralTHOMAS-POHL, M., D. ROGEZ, L. BORRINI, D. AZOULAY, L. DARMON et É. LAPEYRE. « Les genoux prothétiques ». Dans Médecine et Armées Vol. 44 No.4, 383–88. Editions des archives contemporaines, 2016. http://dx.doi.org/10.17184/eac.6830.
Texte intégralActes de conférences sur le sujet "Intelligence artificielle générative"
Acosta-Salgado, Linda, Jean-David Daviet et Lisa Jeanson. « Improving Web Accessibility through Artificial Intelligence : A Focus on Image Description Generation : Améliorer l'Accessibilité des Sites Web grâce à l'Intelligence Artificielle : Focus sur la Génération de Descriptions d'Images ». Dans IHM '24 : 35th International Francophone Conference on Human-Computer Interaction. New York, NY, USA : ACM, 2024. http://dx.doi.org/10.1145/3650104.3652908.
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