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Статті в журналах з теми "Synthèse vidéo":
Viau-Guay, Anabelle, and Christine Hamel. "L’utilisation de la vidéo pour développer la compétence réflexive des enseignants: une recension des écrits." Swiss Journal of Educational Research 39, no. 1 (September 13, 2018): 129–46. http://dx.doi.org/10.24452/sjer.39.1.5003.
Lewis, Francois, and Patrick Plante. "Création et évaluation d’un prototype de jeu sérieux dédié à l’amélioration de la lecture chez les enfants présentant des symptômes de dyslexie." Médiations et médiatisations 1, no. 1 (October 10, 2018): 72–88. http://dx.doi.org/10.52358/mm.v1i1.58.
Rioufreyt, Thibaut. "La transcription outillée en SHS. Un panorama des logiciels de transcription audio/vidéo." Bulletin of Sociological Methodology/Bulletin de Méthodologie Sociologique 139, no. 1 (April 24, 2018): 96–133. http://dx.doi.org/10.1177/0759106318762455.
Boillat, Alain. "La « diégèse » dans son acception filmologique. Origine, postérité et productivité d’un concept." Cinémas 19, no. 2-3 (June 29, 2009): 217–45. http://dx.doi.org/10.7202/037554ar.
Gauthier, Geneviève, Simonne Couture, and Christina St-Onge. "Jugement évaluatif : confrontation d’un modèle conceptuel à des données empiriques." Pédagogie Médicale 19, no. 1 (February 2018): 15–25. http://dx.doi.org/10.1051/pmed/2019002.
Khalloufi-Mouha, Faten. "Utilisation du modèle de classe inversée pour l’introduction des Séries de Fourier en première année universitaire." ITM Web of Conferences 39 (2021): 01011. http://dx.doi.org/10.1051/itmconf/20213901011.
Shirasawa, Yuichi, Fumitaka Ikomi, and Toshio Ohhashi. "Physiological roles of endogenous nitric oxide in lymphatic pump activity of rat mesentery in vivo." American Journal of Physiology-Gastrointestinal and Liver Physiology 278, no. 4 (April 1, 2000): G551—G556. http://dx.doi.org/10.1152/ajpgi.2000.278.4.g551.
Samsonov, Alexander N., and Khristina V. Samoilova. "High speed video recording system on a chip for detonation jet engine testing." MATEC Web of Conferences 158 (2018): 01028. http://dx.doi.org/10.1051/matecconf/201815801028.
Iftikhar, Hassan, and Yan Luximon. "The syntheses of static and mobile wayfinding information: an empirical study of wayfinding preferences and behaviour in complex environments." Facilities 40, no. 7/8 (March 4, 2022): 452–74. http://dx.doi.org/10.1108/f-06-2021-0052.
Lamping, Kathryn G., Daniel W. Nuno, Edward G. Shesely, Nobuyo Maeda, and Frank M. Faraci. "Vasodilator mechanisms in the coronary circulation of endothelial nitric oxide synthase-deficient mice." American Journal of Physiology-Heart and Circulatory Physiology 279, no. 4 (October 1, 2000): H1906—H1912. http://dx.doi.org/10.1152/ajpheart.2000.279.4.h1906.
Дисертації з теми "Synthèse vidéo":
Rocher, Pierre-Olivier. "Transmodalité de flux d'images de synthèse." Thesis, Saint-Etienne, 2014. http://www.theses.fr/2014STET2026/document.
The use of video as an information dissemination support has become preponderant during the last few years. According to some analysts, by 2017 approximately 90% of the world's bandwidth will be consumed by video streaming services. These services have encouraged cloud gaming solutions to become more democratic. Such solutions have been devised in the context of strong development of the cloud-computing paradigm, and they were driven by the proliferation of mobile devices as well as growing network quality. The technologies used in this kind of solutions refer to as remote rendering. They allow the execution of multiple applications, while maximizing the number of clients per server. Thus, it is essential to control the necessary bandwidth to allow the required functionality of various services. The existing cloud gaming solutions in the literature use various methods of video compression to transmit images between sever and clients (pixels reigns supreme). However, there are various other ways of encoding digital images, including parametric map storage and a number of studies encourage this approach (for both image and video). In this thesis, we propose a hybrid representation of space in order to reduce the bit rate. Our approach utilizes both pixel and parametric approaches for the compression of video stream. The use of two compression techniques requires defining the area to be covered by different encoders. This is accomplished by including user to the life cycle of rendering, and attending to the area mostly concerned to the user. In order to identify the area an eye-tracker device was used on several games and several testers. We also establish a correlation between the characteristics of images and the type of game. This helps to identify areas that the player looks directly or indirectly (“maps of selective attention"), and thus, encoders are manager accordingly. For this thesis, we details and implement the architecture and algorithms for such multi-model encoder (which we call "transmodeur") as proof of concept. We also provide an analytical study of out model and the influence of various parameters on transmodeur and describe in effectiveness through an objective study. Our transmodeur (rendering system) has been successfully integrated into XLcloud project for rendering purposes. A number of improvement (especially in performance) will be required for production use, but it is now possible to use it smoothly using spatial resolutions slightly lower than 720p at 30 frames per second
Moinard, Matthieu. "Codage vidéo hybride basé contenu par analyse/synthèse de données." Phd thesis, Telecom ParisTech, 2011. http://tel.archives-ouvertes.fr/tel-00830924.
Chevrier, Christine. "Génération de séquences composées d'images de synthèse et d'images vidéo." Nancy 1, 1996. http://www.theses.fr/1996NAN10121.
The visual impact assessment of architectural projects in urban environments is usually based on manual drawings, paintings on photographs, scale models or computer-generated images. These techniques are either too expensive or not realistic enough. Strictly using computer images means requiring an accurate 3D model of the environment. Computing such a model takes a long time and the results lack of visual accuracy. Our technique of overlaying computer generated images onto photographs of the environment is considerably more effective and reliable. This method is a promising solution regarding computation time (no accurate 3D model of the environment) as weIl as visual realism (provided by the photograph itself). Such a solution requires nevertheless to solve lots of problems in order to get geometrical and photometrical coherence in the resulting image. To this end, image analysis and image synthesis methods have to be designed and developed. The method is generalized to produce an animated film, and can furthermore greatly increase the realism of the simulation. My Ph. D. Work was to test and integrate various image analysis and synthesis techniques for the composition of computer generated images with pictures or video film. This report explains the steps required for a realistic encrustation. For each of these steps, various techniques were tested in order to be able to choose the most suitable solutions according to the state of the most recent researches and to the applications we were dealing with (architectural and urban projects). The application of this work was the simulation of the Paris Bridges illumination projects. Concurrently to this work, I present a new method for the interpolation of computer images for the generation of a sequence of images. This method requires no approximation of the camera motion. Since video images are interlaced, sequences of computer images need to be interleaved too. The interpolation technique we propose is capable of doing this
Beaumesnil, Brice. "Suivi labial couleur pour analyse-synthèse vidéo et communication temps-réel." Pau, 2006. http://www.theses.fr/2006PAUU3048.
The objective of this thesis is to extract and to track relevant primitives of the mouth in a nonconstrained environment (typically o_ce lighting) to make a realistic animation of a synthetic 3D face model in real-time without audio information. We sought to study various existing methods to adapt them to our problem. First we define a lip hue based on a non-linear color space (little sensitive to lighting variation) in order to exhibit very distinctly skin and lip hue areas on the speaker's face. This hue is then segmented by a clustering algorithm to be able to detect the position of the mouth and its contours. In order to make the algorithm more robust we use synthesis information (feedback loop) of the face to guide the mouth analysis. Low-level methods give us the avantage not to use a database compared to many existing works (typically AAMs). Moreover, their dynamic control ensures a great robustness to the lighting exposition and to the various types of speaker's skin. With this work we have realized a global analysis/synthesis chain (going from the video capture of the speaker until the clone animation). An operational prototype enables us to make animations in real time with many speakers under various types of lighting
Ong, Lolet Yin-Ty. "Techniques numériques appliquées à la synthèse, aux traitements d'image et à la production vidéo." Paris 8, 1998. http://www.theses.fr/1998PA081695.
Rempulski, Nicolas. "Synthèse dynamique de superviseur pour l'exécution adaptative d'applications interactives." Thesis, La Rochelle, 2013. http://www.theses.fr/2013LAROS407/document.
This PhD thesis has for objective to propose solutions to interactive storytelling problems. We aim to propose a design method for the authors, as well as a logic of execution using this model to control the narrative unfolding. We apply our works in the video games context, but wish to address interactive storytelling in a wider dimension. We so approach the interactive story as a breakdown of the classic storytelling. Indeed, interactive storytelling creation process is not any more only under the author responsability, but also involves spectators. Through a review of the classic storytelling, we thus wish, at first, to formalize storytelling and its stakes. We use then the concept of ”œuvre en mouvement” to identify processes and actors involved in this creation process of a work, and thus to define the stakes in our research works. We propose an interactive storytelling mode base on automata. This one allows a controland a check on possible narratives, during design as well as dynamically while producing the story. However this formalism is complex to handle by authors. So, we formulate a top-level model, based on storytelling concepts, allowing authors to create an interactive story model using concepts they know. This model is then converted into our automaton based model. The latter serves then as referent for the dynamic control of the interactive storytelling, done by a supervisor multi-agents. This one, by observing produced events in the video game, is then able of controlling and guarantee the quality criteria specified by authors. We propose an implementation of our approach in a framework, including authoring tools to edite our models. We also implements automata check and supervision algorithms necessary to control video game virtual universe
Racapé, Fabien. "Mise en Œuvre de Techniques d'Analyse/Synthèse de Texture dans un Schéma de Compression Vidéo." Phd thesis, INSA de Rennes, 2011. http://tel.archives-ouvertes.fr/tel-00680826.
Goujet, Raphaël. "Hero.coli : a video game empowering stealth learning of synthetic biology : a continuous analytics-driven game design approach." Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCB175.
Video games have demonstrated their value as a hobby and as a pedagogic tool, both in academic and professional fields. However, learning video games have to integrate pedagogical strategies and be fine-tuned to be efficient and adopted. Synthetic biology is an emerging field focusing on engineering living systems to achieve controlled functions. It shares concepts with crafting and engineering games. We designed the first synthetic biology crafting game, named Hero.Coli, for popularization and learning. In order to engage both forced and voluntary users, ie students and citizens, our main pedagogical strategy is stealth learning. This means creating an educational game with no interruption in the experience - due to explicit learning or assessment phases -, mimicking successful mainstream games. I used embedded analytics to continuously refine this new pedagogical tool, by spotting the bottlenecks and issues in level design, the eventual misconceptions revealed in posttests, and the learning successes. I validated the usefulness of the game by comparing pre- and posttests of players (n=89). I found an average of 32 percentage point increase between pretest and posttest correct answer rate per question. The higher achievements stemmed mainly from higher-order thinking questions as compared to lexical questions. This is in line with our expectation from the chosen stealth learning strategy, which prioritizes function - game mechanics - over lexicon. I then correlated different user tracking parameters to their posttest scores. Lastly, by analyzing surveys, we also revealed that interest in biology is more critical than education to explain the variance in learning. These results could lead to future adaptive learning improvements including user-tailored feedbacks, in-game or in-class. Overall, the Hero.coli framework facilitates future implementations of game-based learning solutions by exemplifying a methodological approach of game development: design, tracking and analytics, quick iteration and testing, and final evaluation
Roquier, Ghislain. "Etude de modèles flux de données pour la synthèse logicielle multiprocesseur." Rennes, INSA, 2004. http://www.theses.fr/2008ISAR0020.
Parallelism is a universal characteristic of modern computing platforms, from multi-core processorsto programmable logic devices. The sequential programming paradigm is no longer adapted in thecontext of parallel and distributed architectures. The work presented in this thesis document findtheir foundation in the AAA methodology to build parallel programs based on an high-level representationsof both application and architecture. This work has enabled to extend the class of applications that can be modelled by the specification of new graph formalism. The final part of the document shows our involvement in the MPEG RVC framework. The RVC standard intends to facilitate for building the reference codecs offuture MPEG standards, which is based on dataflow to build decoder using a new dataflow languagecalled CAL. This work has enabled to specify and develop a software synthesis tool that enables anautomatic translation of dataflow programs written in CAL
Tiger, Guillaume. "Synthèse sonore d'ambiances urbaines pour les applications vidéoludiques." Thesis, Paris, CNAM, 2014. http://www.theses.fr/2015CNAM0968/document.
In video gaming and interactive media, the making of complex sound ambiences relies heavily on the allowed memory and computational resources. So a compromise solution is necessary regarding the choice of audio material and its treatment in order to reach immersive and credible real-time ambiences. Alternatively, the use of procedural audio techniques, i.e. the generation of audio content relatively to the data provided by the virtual scene, has increased in recent years. Procedural methodologies seem appropriate to sonify complex environments such as virtual cities.In this thesis we specifically focus on the creation of interactive urban sound ambiences. Our analysis of these ambiences is based on the Soundscape theory and on a state of art on game oriented urban interactive applications. We infer that the virtual urban soundscape is made of several perceptive auditory grounds including a background. As a first contribution we define the morphological and narrative properties of such a background. We then consider the urban background sound as a texture and propose, as a second contribution, to pinpoint, specify and prototype a granular synthesis tool dedicated to interactive urban sound backgrounds.The synthesizer prototype is created using the visual programming language Pure Data. On the basis of our state of the art, we include an urban ambiences recording methodology to feed the granular synthesis. Finally, two validation steps regarding the prototype are described: the integration to the virtual city simulation Terra Dynamica on the one side and a perceptive listening comparison test on the other
Книги з теми "Synthèse vidéo":
Anne, Cauquelin, ed. Paysages virtuels: Image vidéo, image de synthèse. Paris: Dis Voir, 1988.
Rosenthal, Alan S., Marie De Verneil, and Claude duVerlie. Workbook: Travaux pratiques, Exercices ecrits, Comprehension auditive, Video-synthese to Accompany Objectif France: Introduction to French and the Francophone World. Wiley, 1993.