Tesi sul tema "Restitution virtuelle en 3D"
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Gomez, Jauregui David Antonio. "Acquisition 3D des gestes par vision artificielle et restitution virtuelle". Phd thesis, Institut National des Télécommunications, 2011. http://tel.archives-ouvertes.fr/tel-00623730.
Testo completoBaillet, Vincent. "Les décors végétalisés dans l'architecture grecque : le kymation lesbique : analyse, restitution volumétrique et interprétation par l'imagerie numérique". Thesis, Bordeaux 3, 2018. http://www.theses.fr/2018BOR30023.
Testo completoThis thesis puts forward a novel approach who will make cohabit together the use of a modern technology in a conventional archaeological study focused on Greek architecture. The use of 3D modeling in this doctoral project leads undoubtedly to explore new issues in the Greek archeology. To do this, we will consider to the benefits of this technology to archaeological sciences. Indeed, the restitution of an ancient building in 3D, involves questions on the virtual reality that created. 3D modeling is based on the archaeological material altered by the time. That is why, it is necessary to take a step back on a 3D picture that can idealize an archaeological reality. Our study will also apply to provide solutions to overcome these complications of the virtual restitution. Moreover, the 3D rendition of an ancient building is not an end in itself. In other words, this technology must provide a intuitive approach and a new way to understand the issues that affect at the construction of ancient buildings. Starting with the construction methods or architectural feasibility ... etc.. At the same time, we will conduct an architectural and archaeological examination in order to propose a study that is balanced and that can be reused by archaeological research. Our goals are many and this study wants to be ambitious. For this, this study will strive to avoid the pitfall of proposing an approach that is too restrictive. That is why we plan to combine preferably a study several groups of buildings with different functions. Therefore, taking into account a maximum of archaeological situations our study will be more representative, as this will ensure it a greater likelihood of being reused in the archeological studies. This thesis is also an opportunity to discuss issues related to the promotion of cultural heritage. This topic will also be addressed because the sharing of knowledge should not be accessible only to insiders, but it must also be affordable for the general public. This is an essential task that archeology must carry
Fuchs, Alain. "Outils numériques pour le relevé architectural et la restitution archéologique". Phd thesis, Université Henri Poincaré - Nancy I, 2006. http://tel.archives-ouvertes.fr/tel-00145277.
Testo completola réalisation de maquettes virtuelles destinées à l'architecture et à l'archéologie.
Elle débute par l'étude des techniques d'acquisition 3D utilisées, la lasergrammétrie
et la photogrammétrie architecturale, et se poursuit par une analyse comparative
détaillée de ces dispositifs, basée sur de multiples expérimentations réalisées sur le
terrain lors de la collaboration entre le Map-Crai et le Map-Page.
Ensuite une réflexion sur la morphologie architecturale est abordée autour de ses
variantes typologiques et architectoniques, suivie par les questions théoriques
soulevées par la modélisation 3D et plus spécifiquement la modélisation
architecturale.
Diverses expérimentations sont ensuite présentées, elles constituent le support
d'une réflexion sur le développement d'outils numériques destinés à faciliter la
modélisation géométrique architecturale. La principale contribution de cette thèse
correspond à l'association de cette réflexion empirique à une approche analytique
fondée sur nos connaissances théoriques en architecture, qui aboutit à l'identification
de primitives géométriques contraintes, les moulures. Les outils numériques ainsi
développés dans un logiciel de CAO définissent ces primitives géométriques
ajustables dont le champ d'application initial, spécifique à l'architecture classique,
sera étendu à l'architecture khmère.
Enfin une proposition plus évoluée correspondant à la téléologie de cette thèse,
obtenir de façon efficace un résultat conforme au cahier des charges de la
modélisation architecturale et archéologique, est intégrée dans un logiciel de
synthèse d'image.
Thirion, Anna. "La "tribune" de Saint-Michel-de-Cuxa (Pyrénées-Orientales, milieu XIIe siècle) : essai de restitution numérique au service d'une nouvelle approche historique, iconographique et liturgique". Thesis, Montpellier 3, 2015. http://www.theses.fr/2015MON30084.
Testo completoIn the middle of the twelfth century, the abbatial church of Saint-Michel-de-Cuxa was endowed with a ''tribune'', a deep choir screen built on two bays. Dismantled in the sixteenth century this ''tribune'' is only known today by its 180 pink marble sculptures scattered throughout France and abroad. Since its discovery in the 1950’s, several attempts have been made to reconstruct this liturgical nonpareil of architecture. Their results differ on several points : the inventory, the location of the construction in the nave of the abbey church, the shapes of the structure and the positioning of the sculptures themselves.The stones preserved, numerous and varied in nature, are sufficient to allow a 3D reconstruction in the form of a digital anastylosis. From the Greek word, anastellein, “to rebuild,” this study appoints an attempt to digitally reconstruct the disappeared monument from its remaining elements. With no contemporaneous descriptions or representations that of the tribune and lacking precise textual and iconographic evidence, it is the careful analysis of the stones themselves that allow the formulation of a new hypotheses. Through this research, a new methodology for the study of the scattered fragments issued from the dismantled structure has been developed and tested for the purpose of their anastylosis. Every stone attributed to the ancient ''tribune'' has been digitized and integrated in the proposition of a 3D reconstruction.The latter has brought a better understanding of the sculpted set and its architecture, renewing discussions on the structure's artistic, liturgical and historical aspects. Thus bringing clarity to its iconography, functions, dating and context of commissioning
Kurdy, Micheline. "Outils numériques et Archéologie du bâti - Acquisition, gestion et représentation de données 3D : Deux cas d’étude : Le site de Saint-Syméon (Syrie) Et L’abbaye de Saint-Michel-de-Cuxa (France)". Thesis, Aix-Marseille, 2013. http://www.theses.fr/2013AIXM3040.
Testo completoNowadays, the heritage architectural studies benefit of the contributions of diverse digital methods and open new perspectives for the conservation, the analyses and the knowledge sharing especially on complex sites. Those new tools and techniques have become common and very useful presently, but how much they become common or indispensable for architectural and archeological studies? How do they fit into the different phases of the research work?We will discuss these principal questions by working mainly on two experimented sites, the site of Saint-Simeon the stylite in Syria and the abbey of Saint-Michel de Cuxa in France. The methodology used for the analysis and the elevation restoration is based on the digital tools and acquisition techniques and of three-dimensional information management and also on their setting relation with archaeological issues to build a dialogue between these two domains. Based on this reflection, we have developed a work protocol in scale of monographic study of a specific building in Saint Simeon site “the Residence”. This research is based on a combination of digital tools applied on this building for its analysis and by using them as a privileged instrument to support archaeological reflection, not an end in itself.The main contribution of this thesis focuses on the methodology and the ethics of the use of 3D digital service in archaeological approach, from the filed acquisition till the restitution representations. This approach highlights several axes, dynamism and interactivity of the work, the multidisciplinary and the collectivity context, the objective of documentation and diffusion
Seghiri, Meriem. "Les monuments funéraires en Afrique du Nord : l'étude et la mise en valeur du mausolée royal numide Medracen". Thesis, Paris 10, 2018. http://www.theses.fr/2018PA100172.
Testo completoThe archaeological map of North Africa is dotted with funeral sites and monuments, of inestimable value covering different periods from prehistory to contemporary time.This fringe, so rich in information, is subject to multiple factors of deterioration and omitted from backup operations conducted up to now. Except a few. Once destroyed, this category of heritage is not renewable, it is imperative to preserve and ensure its conservation to allow continuity between past, present and future.This present research sheds light on the problematic of the valorization of funeral sites and monuments, through the study of ancient royal mausoleums. These precious latter are the witnesses of a Berber autochthonous architecture influenced by the foreign Mediterranean style.The mausoleum of Medracen in Batna is remarkable and unique for the study and understanding of this kind of mausoleums, as well as from typological perspective (choice of site, study of plans and volumetry, construction technique, materials, architectural elements), also from the pathological view (current situation and diagnosis).At the end of this study, we formulate a set of recommendations concerning the restoration and the valorization of the tomb, as well as its site. Then we propose a virtual 3D restitution test of the Medracen, in order to integrate the BIM in the conservation of the archaeological heritage in Algeria
الخريطة الأثرية في شمال إفريقيا تتخللها مواقع ونصب تذكارية مخصصة للأموات، والتي تمتد لفترات مختلفة من عصور ما قبل التاريخ إلى العصور الحاضرة. هذه الفئة الغنية بالمعارف تكون عرضة لعوامل تلف عديدة لأنها ضلت منسية في عمليات الحفظ والصيانة التي تم القيام بها حتى يومنا هذا، باستثناء عدد قليل منها. وبمجرد تدهورها فإن هذه الفئة من التراث غير قابلة للتجديد، ومن الضروري دراستها والحفاظ عليها لضمان الاستمرارية بين الماضي الحاضر والمستقبل. يلقي هذا البحث الضوء على مشكلة تطوير المواقع والآثار الجنائزية، من خلال دراسة الأضرحة الملكية النوميدية. هذه المعالم تعتبر شاهد على العمارة البربرية الأصلية المتأثرة بطراز حوض البحر الأبيض المتوسط. ضريح مدغا سن بباتنة يمثل معلم فريد من نوعه لفهم هذه الأضرحة، سواء على الصعيد النمطي (اختيار الموقع، والمخططات، طريقة البناء، المواد، العناصر الفنية المعمارية)، وحالة الحفظ (الوضع الحالي للضريح وتشخيص مظاهر التلف).في نهاية هذه الدراسة، سنقوم بصياغة مجموعة من التوجيهات والنصائح لصيانة وترميم الضريح، ثم نقترح نموذج افتراضي ثلاثي الابعاد لهذا الأخير وذلك من أجل تجسيده ودمج تقنية البيم للحفاظ على التراث الأثري في الجزائر
Goslin, Fabien. "Restitution vidéo stéréoscopique maîtrisée : application à la Réalité Virtuelle". Phd thesis, Paris, ENSAM, 2010. http://pastel.archives-ouvertes.fr/pastel-00005717.
Testo completoNicolle, Jerome. "Les automates dans l'antiquité : sources, fonctions et restitution virtuelle". Thesis, Normandie, 2020. http://www.theses.fr/2020NORMC009.
Testo completoGreeks and Romans developed and described a large number of automata using water flow systems, air compressibility, steam force, counterweight systems etc. However, most of the technical treatises on this topic are now gone, only those of Philo of Byzantium and Heron of Alexandria have survived. The work of this pluridisciplinary thesis focuses, firstly, on the analysis of ancient sources to virtually restore some ancient automata covering a period from the 3rd century BC to the 1st century AD. Virtual restitutions make it possible to understand how a mechanism works and to study different hypotheses. In a second step, this research focuses on gesture recognition as an interaction tool. The construction of an interactive immersive application allows the user to interact virtually with automatas of Antiquity. The results of this research (rendering hypotheses and scientific documentation) are shared through the freely available application Roma in tabula
Sammour, Karim. "Les machines de siège romaines : restitution virtuelle, contextualisation et médiation". Thesis, Normandie, 2017. http://www.theses.fr/2017NORMC016/document.
Testo completoThis research focuses on some particular aspects of Roman Siege Warfare and on solutions to transmit these results to an expert or non-expert public. There are many unstudied historical sources in the ancient and recent historiography, either narrative sources, poems or even some details from technical texts. An exhaustive analysis of those sources, dated between the first century BC to the fourth century AD, allows us to consider each problematic related to Roman siege machines in order to acquire an understanding as complete as possible. The virtual restitution of several well described machinae allows us to formulate experimental hypotheses of the main siege engines and to infer physical, logistical and strategic corollaries. By taking into account the operating context of the machines, we subscribe to an overall approach, the specific method of Technical history. This scientific methodology enables a parallel reflection about scientific mediation solutions, allowing everyone to access and give thought to the developed problematic
Domingues, Christophe. "Interaction 3D Collaborative en Réalité Virtuelle". Phd thesis, Université d'Evry-Val d'Essonne, 2010. http://tel.archives-ouvertes.fr/tel-00542170.
Testo completoWeyhrich, Michael. "Multimediale Werkzeuge zur 3D-Planung im Maschinen- und Anlagenbau /". Düsseldorf : VDI-Verl, 1999. http://www.gbv.de/dms/bs/toc/302390111.pdf.
Testo completoFechter, Jürgen. "Verhalten, Kommunikation und Interaktion in virtuellen 3D-Umgebungen". [S.l. : s.n.], 1999. http://deposit.ddb.de/cgi-bin/dokserv?idn=963216953.
Testo completoNeumann, Thomas, e Markus Wacker. "Wie der Computer virtuelle Muskeln formt". Hochschule für Technik und Wirtschaft Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:520-qucosa-144193.
Testo completoLex, Torsten. "Möglichkeiten virtueller 3D-Welten für Bildung und E-Learning am Beispiel von Second Life /". Hamburg : Diplomica-Verl, 2008. http://d-nb.info/991202600/04.
Testo completoJacquot, Kévin. "Numérisation et restitution virtuelle des maquettes de la collection de Louis XIV, le cas des fortifications bastionnées". Thesis, Université de Lorraine, 2014. http://www.theses.fr/2014LORR0010/document.
Testo completoThe digitizing of plans-reliefs is a critical issue for the preservation of the one-hundred scale models of the collection but also for valorization of the ancient French strongholds. Hence, we propose a reverse engineering of the plans-reliefs applied on the bastioned fortification. The KASToR approach (Knowledge based Approach: from Scale Model To 3D Replica) is based on an ontology of bastioned fortification which has been created thanks to treatises of military architecture. Then, a library of parametric objects is implemented in Grasshopper, a visual programming tool, in order to segment the surveys for the automatic adjustment of the parametric fortification works. Our proposal allows the geometrical correction and optimization but also the semantic enhacement of raw data, which are the conditions that now must be meet by 3D models for their integration in information systems
Olbrich, Stephan. "Ein leistungsfähiges System zur Online-Präsentation von Sequenzen komplexer virtueller 3D-Szenen". [S.l. : s.n.], 2000. http://deposit.ddb.de/cgi-bin/dokserv?idn=959320393.
Testo completoPedrinis, Frédéric. "Représentations et dynamique de la ville virtuelle". Thesis, Lyon, 2017. http://www.theses.fr/2017LYSE2092/document.
Testo completo3D virtual models of cities are multiplying throughout the world and now become accessible thanks to the will of the communes to propose them freely. Today, it is possible to access several thousand square kilometres of urban territories modelled in 3D.We present in this thesis a set of methods to enrich a 3D virtual city model, organize it to facilitate its use and then analyse it by detecting changes between two vintages or by measuring its visual atmosphere according to the user’s needs. We first propose an algorithm to complete a 3D model by adding a semantic definition thanks to the cadastre, and a method to compute the 3D plant canopy by crossing data. Then we propose strategies to organize the 3D model of the city according to geometric and semantic criteria in order to facilitate its browsing. We then present methods comparing two vintages of data representing the same territory in order to produce a single temporal model containing a set of versions. Finally, we try to measure the visual atmosphere of the city by analysing the composition of a field of vision as well as the amount of sunshine and the shadows on a territory. These measurements can be linked to external data in order to propose multiple interpretations according to the user’s needs.All this work is done in a context of interoperability and genericity since it aims to be used with datasets from all over the world. We therefore base our methods on the use of international standards for both input and output data. It is thus possible, in a context of scientific plurality within the LabEx IMU, to make available to the community the results but also our algorithms proposed within an open source developed software
Röber, Niklas. "Interaction with sound explorations beyond the frontiers of 3D virtual auditory environments". München Verl. Dr. Hut, 2009. http://d-nb.info/994105509/04.
Testo completoLiu, Chun. "3D modeling of haussmannian facades". Paris 6, 2011. http://www.theses.fr/2011PA066342.
Testo completoWissen, Ulrike. "Virtuelle Landschaften zur partizipativen Planung : Optimierung von 3D Landschaftsvisualisierungen zur Informationsvermittlung /". Zürich : ETH/Institut für Raum- und Landschaftsentwicklung, 2007. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=17182.
Testo completoClergeaud, Damien. "Collaboration interactive 3D en réalité virtuelle pour supporter des scénarios aérospatiaux". Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0708/document.
Testo completoThe aerospace industry is no longer composed of local and individualbusinesses. Due to the complexity of the products (their size, the numberof components, the variety of systems, etc.), the design of an aircraft or alauncher involves a considerable number of engineers with various fields of expertise.Furthermore, aerospace companies often have industrial facilities allover the world. In such a complex setting, it is necessary to build virtual experimentsthat can be shared between different remote sites. Specific problemsthen arise, particularly in terms of the perception of other immersed users.We are working with Airbus Group in order to design efficient collaborativeinteraction methods. These collaborative sessions allow multiple sites to beconnected within the same virtual experiment and enable experts from differentfields to be immersed simultaneously. For instance, if a problem occurs duringthe final stages of a launcher assembly, it may be necessary to bring togetherexperts on different sites who were involved in previous steps ( initial design,manufacturing processes). In this thesis, we propose various interaction technique in order to ease thecollaboration at different moments of an industrial process. We contributedin the context of communication between immersed users, taking notes inthe virtual environment and sharing it outside virtual reality and asymmetriccollaboration between a physical meeting room and a virtual environment
Petitpas, Benoit. "Extraction de paramètres bio-geo-physiques de surfaces 3D reconstruites par multi-stéréo-restitution d'images prises sans contraintes". Phd thesis, Université Paris-Est, 2011. http://tel.archives-ouvertes.fr/tel-00693326.
Testo completoMaurer, Franz. "Entwicklung einer 3D-User-Interface-Bibliothek für technisch-wissenschaftliche VR-Anwendungen". [S.l.] : Universität Stuttgart , Zentrale Universitätseinrichtung (RUS, UB etc.), 1996. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB6783393.
Testo completoLeterrier, Benjamin. "Les bibliothèques publiques de la Rome impériale : contribution à la restitution virtuelle de la Rome du IVe siècle p.C". Caen, 2012. http://www.theses.fr/2012CAEN1674.
Testo completoThe creation of public libraries, an idea of Caesar does not take effect until the Empire. In nearly four centuries, as the Regionnaries said, the Roman emperors built no less than twenty-eight libraries in the City, many of which are considered to be magnificent buildings in the Roman urban space, bringing together literary, cultural and architectural prestige in a single space. This thesis deals with all the public libraries in Rome. It is based on the numerous and various sources concerning their history, their use, their operations, and their architecture. Finally, with the aid of available sources, this study provides more particularly detailed reconstruction of three libraries within their specific urban context. Using 3D digital models, as a part of the project of virtual reconstruction of the Rome of the fourth century A. D. , are tools for the research: they assist in the representation and comprehension of these places and they allow us to confirm or to infirm hypotheses relating to public libraries
Besnard, Marie-Pierre. "Notre-Dame retrouvée : la restitution virtuelle de l'église Notre-Dame de Saint-Lô (Manche) avant la Seconde Guerre Mondiale". Caen, 2011. http://www.theses.fr/2011CAEN1639.
Testo completoThe church of Notre-Dame, classified as an historical monument in 1843, collapsed in 1944 under the firestorm of bombs that would lay waste to the entire city. Although the church was reconstructed after the war, the scars it bore were deep and carried great significance for the people of Saint-Lô. Despite the loss of its celebrated spires and the Gothic façade, the church became a site of remembrance as well as a place of worship. First, I assembled and analyzed these sources by retracing the stages of the church’s construction and investigating the décor and life of the chapels in order to create a history of the church from its origins to the eve of the Second World War. . Secondly, I used the corpus of documents to produce the scientific dossier necessary to the creation of a 3D virtual restoration of the church as it appeared before the war, including its interior and exterior features. Special attention was given to the re-creation because recreation can be read as leisure] of the atmosphere through a careful selection of materials and a detailed study of the stained-glass windows and of virtual light. The resulting virtual model, presented here in DVD format, will be placed in an interactive terminal in the restored church. As a stimulus for cultural reflection, it offers the public the opportunity to become immersed in a space and time heretofore considered lost. This original interactive proposal in 3D, enriched by sources and additional thematic information, demonstrates the breadth and depth of new technologies and their applications in historiography, in the preservation and revalorization of cultural heritage and as a vehicle for cultural mediation
Hrimech, Hamid. "Evaluation de métaphores d'interaction pour le travail collaboratif entre sites distans d'immersion virtuelle". Phd thesis, Paris, ENSAM, 2009. http://pastel.archives-ouvertes.fr/pastel-00005576.
Testo completoLiamini, Redouane. "Nouveau concept de fluoroscopie virtuelle". Mémoire, Université de Sherbrooke, 2008. http://savoirs.usherbrooke.ca/handle/11143/1460.
Testo completoGuerchouche, Rachid. "Analyse multi-vues d'objets 3D pour interactions collaboratives". Evry, Institut national des télécommunications, 2008. http://www.theses.fr/2008TELE0022.
Testo completoThe 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
Ortega, Gonzàlez Erik Vladimir. "Étude de son 3D pour une interaction audio-visuelle en environnement virtuel enrichi". Paris, ENSAM, 2011. http://www.theses.fr/2011ENAM0003.
Testo completoMost of the applications integrating 3D sound in virtual environment are limited to acoustic simulation. The objective of this thesis is to study the added value of 3D sound in the interaction with virtual environment. We developed an audio stimulation technique called "Artificial Spatial Audio Sensation: (ASAS)" based on the creation of audio effects. This technique conveys the sensations of spatialized sound that allows accurate sound source localization in azimuth and in elevation. In order to improve the localization time we also developed a model that integrates Head-Related Transfer Function (HRTF) with the ASAS technique. For the simulation of the depth of spatial sound sources, we developed a technique based on a combined model that integrates the intensity cue and the interaural time differences. The techniques developed in this thesis were applied for audio cueing in order to convey accurate spatial information in azimuth, elevation and depth. The combined model was applied in surgical simulation to assist the operator in the execution of the triangulation gesture. We conducted an experimental validation of this approach in terms of the criteria of manipulation performance and user's appreciation. The results obtained in this research are promising for the use of 3D sound to enrich the interaction in virtual environment
Meyer, Elise. "ACQUISITION 3D, DOCUMENTATION ET RESTITUTION EN ARCHEOLOGIEProposition d'un modèle de Système d'Information dédié au patrimoine". Phd thesis, Université Henri Poincaré - Nancy I, 2007. http://tel.archives-ouvertes.fr/tel-00270010.
Testo completoWu, Hui-Yin. "Cinematic discourse for interactive 3D storytelling". Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S097/document.
Testo completoThis thesis concerns the discourse properties of cinematographic storytelling around three axes: time, story, and visual presentation. We address the question of how to analyse and gain knowledge from data, and automatically generate temporal arrangements of story and their visual content. We work with actual film data to understand the good practices of visual storytelling. The techniques in this thesis target applications to automatic camera planning problems in 3D environments, and also open perspectives for cognitive analysis of film and visual storytelling
Helbling, Marc. "Sculpture virtuelle par système de particules". Thesis, Rouen, INSA, 2010. http://www.theses.fr/2010ISAM0030/document.
Testo completo3D is emerging as a new media. Its widespread adoption requires the implementation of userfriendly tools to create and manipulate three-dimensional shapes. Current softwares heavily rely on underlying shape modeling, usually a surfacic one, and are then often counter-intuitive orlimiting. Our objective is the design of an approach alleviating those limitations and allowing the user to only focus on the process of creating forms. Drawing inspiration from the ancient use of clay,we propose to model a material in a lagrangian description. A shape is described by a particles system, where each particle represents a small fraction of the total volume of the shape. In this framework, the Smoothed Particle Hydrodynamics method enables to approximate physical values anywhere in space. Relying on this method, we propose a modeling of material with two levels, one level representing the topology and the other one describing local geometry of the shape.The SPH method especially enables to evaluate a density of matter. We use this property todefine an implicit surface based on the physical properties of the particles system to reproduce the continuous aspect of matter. Those virtual materials can then be manipulated locally through interactions reproducing the handling of dough in the real world or through global shape deformation. Our approach is demonstrated by several prototypes running either on typical desktop workstation or in immersive environment system
Meyer, Elise Grussenmeyer Pierre Perrin Jean-Pierre. "Acquisition 3D, documentation et restitution en archéologie proposition d'un modèle de Système d'Information dédié au patrimoine /". S. l. : S. n, 2007. http://www.scd.uhp-nancy.fr/docnum/SCD_T_2007_0109_MEYER.pdf.
Testo completoMeyer, Elise. "Acquisition 3D, documentation et restitution en archéologie : proposition d'un modèle de Système d'Information dédié au patrimoine". Thesis, Nancy 1, 2007. http://www.theses.fr/2007NAN10109/document.
Testo completoThe documentation of archaeological heritage is an activity that evolves with the development of the New Information and Communication Technologies (NICT). Traditionally associated with recording, the documentation of an archeological site is also today synonym of publication, because it can be disseminated on-line both to other professionals and to the general public. This PhD thesis proposes a model of Information System dedicated to the documentation on Internet of patrimonial sites. It allows to record, to manage and to represent traditional documents, data coming from bi-and three-dimensional surveys, but also results of restitution and imagery works. At first, the study establishes a state of the art that allows knowing the current means and the needs of the heritage professionals in terms of conservation, visualization and publication of their data. Then, our approach considers these preoccupations to define the features of the Information System that we propose. On the basis of examples stemming from the Luxemburg heritage (the Castle of Vianden and the Villa of Echternach), we describe the way we keep the data and the associated metadata, as well as the tools developed for the representation of this information. We also present our principles of data management, based on the spatiotemporal connections that may exist between the various documents. These connections allow us to propose the use of bi-dimensional graphics or three-dimensional models as privileged supports of navigation and interaction with all other preserved documents. A global modeling of the Information System, being able to serve as a metamodel of system of on-line documentation, allows us finally to open our scope to other domains like architecture or civil engineering
Wang, Nan. "Visualisation et interaction pour l’exploration et la perception immersive de données 3D". Thesis, Paris, ENMP, 2012. http://www.theses.fr/2012ENMP0090/document.
Testo completoThe objective in this case is not only to be realistic, but also to provide new and intelligible ways of model representation. This raises new issues in data perception. The question of perception of complex data, especially regarding visual feedback, is an open question, and it is the subject of this work. This PhD thesis studied the human perception in Immersive Virtual Environments of complex datasets, one of the applications is the scientific visualization of scalar values stemming from physics models, such as temperature distribution inside a vehicle prototype.The objective of the first part is to study the perceptive limits of volumetric rendering for the display of scientific volumetric data, such as a volumetric temperature distribution rendering using point cloud. We investigate the effect on the user perception of three properties of a point cloud volumetric rendering: point size, cloud density and near clipping plane position. We present an experiment where a series of pointing tasks are proposed to a set of users. User behavior and task completion time are evaluated during the test. The study allowed to choose the most suitable combination of these properties, and provided guidelines for volumetric data representation in VR immersive systems.In the second part of our work, we evaluate one interaction method and four display techniques for exploring volumetric datasets in virtual reality immersive environments. We propose an approach based on the display of a subset of the volumetric data, as isosurfaces, and an interactive manipulation of the isosurfaces to allow the user to look for local properties in the datasets. We also studied the influence of four different rendering techniques for isosurface rendering in a virtual reality system. The study is based on a search and point task in a 3D temperature field. User precision, task completion time and user movement were evaluated during the test. The study allowed to choose the most suitable rendering mode for isosurface representation, and provided guidelines for data exploration tasks in immersive environments
Grosjean, Jérôme. "Environnements virtuels : contrôle d'application et exploration de scènes 3D". Versailles-St Quentin en Yvelines, 2003. http://www.theses.fr/2003VERS0029.
Testo completoProjection based virtual reality configurations create virtual environments (VE) that favors the direct manipulation of 3D objects and the navigation inside virtual scenes. In comparison, application control is a novice and still scarcely studied research field, which is more difficult to realize in VE than on workstations. We propose for VE application control a simple, fast, compact, evolving and light application control system, named Command and Control Cube (C3). The C3 exists also in a hierarchical and contextual version. In the same context, VEs don't have simple tools for the capture of characters or numerical values. We present a method named QuikWrite VR, inspired by a writing technique on PDA with an interface similar to the C3. Finally, two metaphors are proposed for the creation of a 3D scenes exploration tool. This multifunction tool uses a palette hold in the hand
Benkhaled, Imad. "Mise au point d’une chaîne de capture/ restitution stéréoscopique d’images couleurs : application à la conception d’interfaces adaptées aux déficients visuels". Thesis, Montpellier, 2018. http://www.theses.fr/2018MONTS037/document.
Testo completoThis thesis is part of a project conducted by the LGI2P research center (IMT Mines Ales). The project's final aim is to help people with vision disorders suffering from retinitis pigmentosa and glaucoma get back to work and improve their daily lives. The final device is designed to help people in their mobility activities: detecting obstacles, searching for visual signals, by addressing problems related to dazzling and haemeralopia affecting these potential users.The research of this thesis has several contributions to the project. First of all, parameters characterizing the residual vision of each user had to be defined. Indeed, each patient has his own light comfort conditions, which depend in particular on his pathology's progress: at each stage of the evolution of their disease, patients have specific minimum luminosity limits below which they no longer perceive the details in a scene, and also on the maximum luminosity above which they feel discomfort and pain. The definition of these limitations in luminosity will make it possible to parameterize the device and adapt it to each user. But there is no method to measure these limiting luminance levels. We have therefore participated in the design and development of specialized tests, and in the conduct of trials on visually impaired subjects, as part of a clinical trial led by the Nîmes University Hospital and the ARAMAV (institute specializing in low vision functional rehabilitation), for medical research. We have also proposed a new test to measure sensitivity to chromatic contrast, always with the aim of better adjusting the images displayed to users' vision.Then, we developed a prototype of the device (cameras and virtual reality video headset). In order to achieve these results, we had to choose the image capture and display equipment. A colorimetric calibration work on these equipments allowed us to link digital quantities (RGB code) and physical quantities (luminance and chrominance). This stage is required to perform the above tests under physically known conditions. It also allowed us to define the physical characteristics of the equipment that would be selected to produce the final product, whether they are different from those required during our work.Finally, we discussed the processing to be applied to the signal captured by the camera. We have proposed real-time brightness treatments to increase brightness in dark areas of the image and decrease brightness in areas that dazzle the patient. We have presented the limitations of conventional imaging and the necessity to work on HDR (high dynamic range) images. We have compared several methods to allow the display of these HDR images on screens with lower dynamic range, looking for the image characteristics that these methods should better preserve, and taking into consideration the visual performance of potential users. We have also suggested color treatments by increasing contrast and saturation to make images more perceptible to patients with color vision disorders
Martin, Hugo. "Maquette numérique 3D pour la construction : visualiser les connaissances métier et interagir avec des dispositifs immersifs". Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLV125/document.
Testo completoThe construction show a lack of efficiency to compare to other industries. This is explained by the insufficiency to computerize the design of building. In answer, the world of architecture set up a new process called BIM (Building Information Modeling). This process is based on a3D virtual mock up containing every information needed for the construction. During the implementation of this process, difficulties of interaction has been noted by the BIM users.BIM models are hard to observe and manage, explained by the fact that these models contain a large amount of information. Moreover, the collaborative idea of the BIM is not considered in the actual method. BIM process proposes the same scheme for all the construction profile. This thesis proposes an adapted methodology of interaction for the inspection of architectural projects, using artificial intelligence tools or more particularly virtual reality technologies. The purpose is to offer an adapted environment, considering the profile of each BIM user, while keeping the actual design method. Firstly, this document describes the creation of virtual reality rooms dedicated to the construction. Secondly, it deals with the development of algorithms allowing the classification of components from BIM model, an adaptive system of visualization and a process to handle the model. These development are based on the consideration of the profile of the user, the trade of the user
Muller, Nicolas. "Métaphores d'interaction pour la formation dans des environnements virtuels immersif : application à Meca 3D". Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30154.
Testo completoThe thesis presented in this manuscript offers a methodological framework used to design, implement and validate a virtual learning environment for mechanical engineering. It takes advantage of the recent advances in the domain of virtual reality to build upon existing research in the field of virtual environments for learning. This work is focused on specific interaction modalities leveraged in a virtual training for teaching learners to operate actual machine tools. Application of this research leads to the development of a prototype in which the primary findings are illustrated and described through the following steps : preparation of a pedagogical scenario, technical and ergonomic choices guiding the implementation of the application, design of an immersive and interactive virtual environment for learning, and finally the validation of such an application. Experimentation with teachers and student in the field of mechanical engineering brought to light the genuine interest from the teachers or the tool they tested and allowed us to validate our approach upon the success factors for learning game : usability, acceptability and utility
Galpin, Franck. "Représentation 3D de séquences vidéo : schéma d'extraction automatique d'un flux de modèles 3D, applications à la compression et à la réalité virtuelle". Rennes 1, 2002. http://www.theses.fr/2002REN10A05.
Testo completoBelov, Alexandre. "Etudes de l'architecture navale égyptienne de la Basse Epoque : nouvelle évidence archéologique et essai de restitution en 3D". Thesis, Bordeaux 3, 2014. http://www.theses.fr/2014BOR30005.
Testo completoThe thesis is devoted to the study of Ancient Egyptian boatbuilding during the Late Period (722-332 BC). Iconographic, epigraphic and archaeological evidence on the subject being so scarce, the thesis is based mainly on a recently acquired archaeological data. Underwater excavations by the European Institute of Underwater Archaeology (IEASM) in Egypt allowed locating more than sixty ships dating from the 11th to 1st century BC in the harbour area and channels of the submerged city of Thonis-Heracleion. At least eighteen of these well-preserved ships are dated to the Late Period. The construction of ship 17 that has been studied during three excavation seasons (2009-2011) constitutes the main subject of current thesis. The considerable volume of new data allows not only to consider in detail the construction of the ship in question but also to propose several general conclusions on the constructional principles and methods characteristic to the Late Period. Many of these are unique to the Ancient Egyptian boatbuilding tradition as is the choice of local wood species for the construction. New archaeological data is compared throughout the research to existing iconographic, epigraphic and archaeological evidence. It is necessary to underline the importance of the description by Herodotus (“Histories” II.96, c.450 BC) of the local Egyptian ship “baris” as it corresponds well to the construction of ship 17. First version of the three-dimensional model of this ship allows estimating its major technical characteristics. The thesis proposes a comparison between the Late Egyptian and contemporary shipbuilding traditions of the Mediterranean
Tison, Charles Henri Alexandre. "Mise en oeuvre et évaluation d'interactions multimodales orientées communication appliquées au déplacement d'objets graphiques 3D". Nancy 1, 2004. http://www.theses.fr/2004NAN10174.
Testo completoThe experiment described in this thesis concerns the applicability of a modalities combination in order to relocate 3D objects in a virtual reactive environment. The adopted "top-down" approach is initiated through the observation of command expressions modalities that take place during "prototype inspection" activities in the field of cloth design. A selection of a reduced set of user tasks, (3D objects relocation), helps investigate tasks vs input modalities combinations in order to determine an homogeneous set of low level interaction scenarios. The profile definition of relevant devices brings to build, afterwards, a minimal interactive system organised so as to test, with users, the relevancy of such a task modality allocation through an adapted version of an experiment known as "Wizard of Oz". An evaluation of speech variability helps simultaneously to precise the grammar to implement. The results seem to confirm the relevancy of such an interaction style
Ouramdane, Nassima. "Vers un système d'assistance à l'interaction 3D pour le travail et le télétravail collaboratif dans les environnements de Réalité Virtuelle et Augmentée". Phd thesis, Université d'Evry-Val d'Essonne, 2008. http://tel.archives-ouvertes.fr/tel-00374961.
Testo completoL'objectif de ce travail est de modéliser, de concevoir, d'implémenter et d'évaluer un système d'assistance à l'interaction 3D mono-utilisateur et multi-utilisateurs. Notre concept est centré sur l'utilisateur et ses intérêts dans le monde virtuel, il est basé sur le principe d'anticipation du geste de l'utilisateur par l'assistance de ce dernier. Notre système d'assistance peut être considéré comme un moyen de contourner les limitations de certaines techniques d'interaction 3D classiques afin de les rendre utilisables dans des contextes différents.
Hernoux, Franck. "Conception et évaluation d'un système transparent de capture de mouvements des mains pour l'interaction 3D temps réel en environnements virtuels". Paris, ENSAM, 2010. http://www.theses.fr/2011ENAM0039.
Testo completoThe purpose of this thesis is to propose and evaluate a markerless system for capturing hand movements in real time to allow 3D interactions in virtual environment (VE). Tools such as keyboard and mouse are not enough for interacting in 3D VE; current motion capture systems are expensive and require wearing equipments. Systems based on cameras and image processing partially fill these gaps, but do not yet allow an accurate, efficient and real-time 3D motion capture. Our system provides a solution to this problem with a 3D camera. We have implemented modalities that allow a more natural interaction with objects and VE. The goal of our system is to obtain performances at least equal to those of common tools in virtual reality while providing a better overall acceptability (i. E. , usefulness, usability, immersion). To achieve this goal, we conducted three experimental studies involving over 100 participants. With the first study, we compared the first version of our system (based on a 3D Camera MESA SwissRanger) to a traditional mouse, for a selection task. The second experiment was focused on the study of the realization of objects-manipulation tasks (position, orientation, scaling) and navigation tasks in VE. For this study, we compared the improved version of our system (based on Microsoft Kinect) with data gloves associated with magnetic sensors. An additional study concerns the evaluation of new modalities of interaction, implemented based on participants' feedback of the second study
Petit, Benjamin. "Téléprésence, immersion et interactions pour le reconstruction 3D temps-réel". Phd thesis, Université de Grenoble, 2011. http://tel.archives-ouvertes.fr/tel-00584001.
Testo completoBirkholz, Hermann. "Level-of-Detail- und hardwareunterstütztes Out-of-core-Rendering interaktive Darstellung komplexer 3D-Modelle". Saarbrücken VDM Verlag Dr. Müller, 2007. http://d-nb.info/991301455/04.
Testo completoDeMenthon, Daniel. "De la vision artificielle à la réalité synthétique : système d'interaction avec un ordinateur utilisant l'analyse d'images vidéo". Grenoble 1, 1993. http://tel.archives-ouvertes.fr/tel-00005125.
Testo completoWang, Nan. "Visualisation et interaction pour l'exploration et la perception immersive de données 3D". Phd thesis, Ecole Nationale Supérieure des Mines de Paris, 2012. http://pastel.archives-ouvertes.fr/pastel-00821004.
Testo completoEl, Zammar Chadi. "Interactions coopératives 3D distantes en environnements virtuels : gestion des problèmes réseaux". Rennes, INSA, 2005. http://www.theses.fr/2005ISAR0001.
Testo completoDans cette thèse nous nous intéressons spécialement à l'étude des conséquences d'un problème réseau sur le comportement d'un environnement virtuel distribué. En effet, le réseau est un facteur qui agit directement sur la performance des systèmes d'environnements virtuels distribués : les problèmes de communication comme la latence réseau ou la déconnexion d'un site affectent directement les interactions distantes au sein d'un environnement virtuel. Nous proposons donc des solutions qui ont pour but d'atténuer l'effet de ces problèmes. Nos solutions se divisent en deux catégories : des solutions techniques au niveau du noyau d'un système d'environnements virtuels et des solutions au niveau applicatif. Au niveau noyau nous avons conçu un algorithme de synchronisation tolérant au délai et à la perte d'un site suite à une déconnexion. Nous avons réalisé aussi un mécanisme qui permet la migration d'objets d'un site à un autre au cours d'une simulation. Ce mécanisme a permis par la suite l'ajout et la suppression dynamique d'un site au cours d'une simulation. Au niveau applicatif nous avons réalisé un système d'informations qui a pour but de détecter un délai ou une déconnexion et de donner à l'utilisateur la conscience de l'existence d'un problème réseau à l'aide de métaphores visuelles. Ces métaphores doivent attirer l'attention d'un utilisateur sur le fait que quelques uns des objets virtuels ne sont pas disponibles ou pas à jour suite à une déconnexion par exemple
Bai, Hequn. "Modèles hybrides pour la réverbération sonore". Thesis, Paris, ENST, 2016. http://www.theses.fr/2016ENST0009/document.
Testo completoThere is an increasing interest in creating interactive virtual worlds due to the wide variety of potential applications in entertainment and education. The 3D acoustic scene can be synthesized from two perspectives : the physical approaches and the perceptual approaches. Acoustic radiance transfer method is an efficient ray-based method to model the diffuse reflections and the late reverberation. An extension of the Radiance Transfer Method (RTM) is proposed in this thesis, which allows modeling the early part of specular reflections while keeping the advantage of the original model for the late reverberation simulation. Feedback delay networks are widely used structures to generate the late reverberation. A new method is presented in this thesis, which inherits the efficiency of the Feedback Delay Network (FDN) structure, but aims at linking the parameters of the FDN directly to the geometries of the modeled environment. The relation is achieved by assigning a physical meaning to each delay line and studying the sound energy exchange between them. Then the physical approachand the perceptual approach are combined. The simplified acoustic Radiance Transfer Method, with extension for both specular and diffuse reflections, is incorporated with the Feedback Delay Networks. The new reverberator, despite of modeling the diffuse and late reverberation, is also capable of simulating the early and specular reflections with accuracy