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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Reconnaissance émotionnelle faciale et psychopathie : un protocole exploratoire à l’aide de personnages virtuels animés

Cigna, Marie-Hélène 12 1900 (has links)
La présente recherche est constituée de deux études. Dans l’étude 1, il s’agit d’améliorer la validité écologique des travaux sur la reconnaissance émotionnelle faciale (REF) en procédant à la validation de stimuli qui permettront d’étudier cette question en réalité virtuelle. L’étude 2 vise à documenter la relation entre le niveau de psychopathie et la performance à une tâche de REF au sein d’un échantillon de la population générale. Pour ce faire, nous avons créé des personnages virtuels animés de différentes origines ethniques exprimant les six émotions fondamentales à différents niveaux d’intensité. Les stimuli, sous forme statique et dynamique, ont été évalués par des étudiants universitaires. Les résultats de l’étude 1 indiquent que les stimuli virtuels, en plus de comporter plusieurs traits distinctifs, constituent un ensemble valide pour étudier la REF. L’étude 2 a permis de constater qu’un score plus élevé à l’échelle de psychopathie, spécifiquement à la facette de l’affect plat, est associé à une plus grande sensibilité aux expressions émotionnelles, particulièrement pour la tristesse. Inversement, un niveau élevé de tendances criminelles est, pour sa part, associé à une certaine insensibilité générale et à un déficit spécifique pour le dégoût. Ces résultats sont spécifiques aux participants masculins. Les données s’inscrivent dans une perspective évolutive de la psychopathie. L’étude met en évidence l’importance d’étudier l’influence respective des facettes de la personnalité psychopathique, ce même dans des populations non-cliniques. De plus, elle souligne la manifestation différentielle des tendances psychopathiques chez les hommes et chez les femmes. / The current research consists of two studies. In study 1, the goal is to increase ecological validity of studies on facial recognition, by validating and comparing a set of synthetic characters we created with the empirically validated Pictures of Facial Affect. Further, these stimuli would provide a method to assess facial expression recognition in immersive virtual environments. Study 2 aims to further understand the relationship between psychopathy and emotional information processing using dynamic emotions in a community sample. To accomplish this, we created dynamic characters displaying the six basic emotions at different intensity levels. The stimuli were evaluated by undergraduate students. Findings provide empirical support for the validity of the facial expressions we created, which possess distinguishing attributes and are of particular utility in regard to emotion research. In study 2, results suggest that a higher score on Factor 1, specifically the callous affect subscale, is associated with a greater sensitivity to emotional expressions, in particular sadness expressions. In addition, high levels of criminal tendencies are associated with poorer performance on the task and a specific impairment in the recognition of disgust. These results are specific to male participants. Data supports the conceptualisation of psychopathy as a life-history strategy. The study also highlights the influence of the distinct facets of psychopathy in facial affect recognition and the differential manifestation of psychopathic personality between men and women.
22

Reconnaissance émotionnelle faciale et psychopathie : un protocole exploratoire à l’aide de personnages virtuels animés

Cigna, Marie-Hélène 12 1900 (has links)
La présente recherche est constituée de deux études. Dans l’étude 1, il s’agit d’améliorer la validité écologique des travaux sur la reconnaissance émotionnelle faciale (REF) en procédant à la validation de stimuli qui permettront d’étudier cette question en réalité virtuelle. L’étude 2 vise à documenter la relation entre le niveau de psychopathie et la performance à une tâche de REF au sein d’un échantillon de la population générale. Pour ce faire, nous avons créé des personnages virtuels animés de différentes origines ethniques exprimant les six émotions fondamentales à différents niveaux d’intensité. Les stimuli, sous forme statique et dynamique, ont été évalués par des étudiants universitaires. Les résultats de l’étude 1 indiquent que les stimuli virtuels, en plus de comporter plusieurs traits distinctifs, constituent un ensemble valide pour étudier la REF. L’étude 2 a permis de constater qu’un score plus élevé à l’échelle de psychopathie, spécifiquement à la facette de l’affect plat, est associé à une plus grande sensibilité aux expressions émotionnelles, particulièrement pour la tristesse. Inversement, un niveau élevé de tendances criminelles est, pour sa part, associé à une certaine insensibilité générale et à un déficit spécifique pour le dégoût. Ces résultats sont spécifiques aux participants masculins. Les données s’inscrivent dans une perspective évolutive de la psychopathie. L’étude met en évidence l’importance d’étudier l’influence respective des facettes de la personnalité psychopathique, ce même dans des populations non-cliniques. De plus, elle souligne la manifestation différentielle des tendances psychopathiques chez les hommes et chez les femmes. / The current research consists of two studies. In study 1, the goal is to increase ecological validity of studies on facial recognition, by validating and comparing a set of synthetic characters we created with the empirically validated Pictures of Facial Affect. Further, these stimuli would provide a method to assess facial expression recognition in immersive virtual environments. Study 2 aims to further understand the relationship between psychopathy and emotional information processing using dynamic emotions in a community sample. To accomplish this, we created dynamic characters displaying the six basic emotions at different intensity levels. The stimuli were evaluated by undergraduate students. Findings provide empirical support for the validity of the facial expressions we created, which possess distinguishing attributes and are of particular utility in regard to emotion research. In study 2, results suggest that a higher score on Factor 1, specifically the callous affect subscale, is associated with a greater sensitivity to emotional expressions, in particular sadness expressions. In addition, high levels of criminal tendencies are associated with poorer performance on the task and a specific impairment in the recognition of disgust. These results are specific to male participants. Data supports the conceptualisation of psychopathy as a life-history strategy. The study also highlights the influence of the distinct facets of psychopathy in facial affect recognition and the differential manifestation of psychopathic personality between men and women.
23

Simulation globale de l'éclairage pour des séquences animées prenant en en compte la cohérence temporelle

Damez, Cyrille 10 December 2001 (has links) (PDF)
Les méthodes globales de simulation de l'éclairage permettent, à la différence des méthodes d'éclairage local, d'exprimer l'équilibre énergétique dans les échanges entre différents objets, et donc de simuler précisément les effets subtils d'éclairage dûs aux nombreuses inter-réflexions. Il est donc naturel de souhaiter les utiliser pour la synthèse réaliste de films d'animation. Plutôt que de résoudre une succession d'équations intégrales tri-dimensionelles, nous modélisons les échanges lumineux ayant lieu au cours de l'animation sous la forme d'une unique équation intégrale quadri-dimensionelle. Dans le cas ou l'intégralité des mouvements est connue à l'avance, nous proposons une extension de l'algorithme de radiosité hiérarchique mettant à profit la cohérence temporelle. La radiosité en chaque point et à chaque instant y est exprimée dans une base de fonctions hiérarchiques définies sur un maillage produit par un processus de raffinement. L'extension de ce maillage à un espace à quatre dimensions nous permet de calculer des échanges lumineux sur un intervalle de temps fini au lieu d'une date donnée. L'algorithme ainsi défini permet la simulation de l'éclairage global diffus dans une scène animée, dans un temps largement inférieur, avec une qualité équivalente. Nous avons développé pour cela de nouveaux oracles de raffinement ad hoc, que nous présentons ici. Afin de permettre le calcul de scènes géométriquement complexes, nous présentons une nouvelle politique de regroupement hiérarchique des objets adaptée au cas quadri-dimensionnel. Nous présentons également un algorithme permettant la réduction des discontinuités temporelles dues aux approximations effectuées lors de la résolution, basé sur l'emploi de bases de multi-ondelettes. Finalement, nous présentons un mécanisme d'ordonnancement des calculs et de sauvegarde temporaire sur une mémoire de masse permettant de réduire la consommation en mémoire vive de l'algorithme.
24

Rendering an avatar from sign writing notation for sign language animation

Moemedi, Kgatlhego Aretha January 2010 (has links)
<p>This thesis presents an approach for automatically generating signing animations from a sign language notation. An avatar endowed with expressive gestures, as subtle as changes in facial expression, is used to render the sign language animations. SWML, an XML format of SignWriting is provided as input. It transcribes sign language gestures in a format compatible to virtual signing. Relevant features of sign language gestures are extracted from the SWML. These features are then converted to body animation pa- rameters, which are used to animate the avatar. Using key-frame animation techniques, intermediate key-frames approximate the expected sign language gestures. The avatar then renders the corresponding sign language gestures. These gestures are realistic and aesthetically acceptable and can be recognized and understood by Deaf people.</p>
25

Rendering an avatar from sign writing notation for sign language animation

Moemedi, Kgatlhego Aretha January 2010 (has links)
<p>This thesis presents an approach for automatically generating signing animations from a sign language notation. An avatar endowed with expressive gestures, as subtle as changes in facial expression, is used to render the sign language animations. SWML, an XML format of SignWriting is provided as input. It transcribes sign language gestures in a format compatible to virtual signing. Relevant features of sign language gestures are extracted from the SWML. These features are then converted to body animation pa- rameters, which are used to animate the avatar. Using key-frame animation techniques, intermediate key-frames approximate the expected sign language gestures. The avatar then renders the corresponding sign language gestures. These gestures are realistic and aesthetically acceptable and can be recognized and understood by Deaf people.</p>
26

From a textbook to an e-learning course (E-learning or e-book?)

Jančařík, Antonín, Novotná, Jarmila 17 April 2012 (has links) (PDF)
The main aim of this contribution is to introduce the potential that modern information technologies open to authors converting a teaching material from a printed to an electronic version. The authors come out of their own experience and propose options that are suitable especially for creation of study materials in mathematics education. Among others the contribution presents the use of flash animations, java scripts and Computer Algebra Systems.
27

Perception of micro-expressions in animated characters with different visual styles

Tianyu Hou (11812172) 20 December 2021 (has links)
<div> <p>The purpose of this research was to examine the perception of micro-expressions in animated characters with different visual styles. Specifically, the work reported in this thesis sought to examine: (1) whether people can recognize micro-expressions in animated characters, (2) whether there are differences in recognition based on the character visual style (stylized versus realistic), (3) the extent to which the degree of exaggeration of micro-expressions affect the perceived naturalness and intensity of the animated characters’ emotion, and (4) whether there are differences in effects on perceived naturalness and intensity based on the character visual style. The research work involved two experiments: a recognition study and an emotion rating study. A total of 275 participants participated in both experiments. In the recognition study, the participants watched eight micro-expression animations representing four different emotions (happy, sad, fear, surprised). Four animations featured a stylized character and four a realistic character. For each animation, subjects were asked to identify the character’s emotion conveyed by the micro-expression. Results showed that all four emotions for both characters were recognized with an acceptable degree of accuracy. The recognition rates of the stylized character were 84.73% for happiness, 88.73% for sadness, 60.73% for fear, and 83.64% surprise. The recognition rates of the realistic character were 87.37% for happiness, 82.94% for sadness, 69.62% for fear, and 77.13% for surprise. In the emotion rating study, participants watched two sets of eight animation clips (16 clips in total). Eight animations in each set featured the character performing both macro- and micro-expressions, the different between these two sets was the exaggeration degree of micro-expressions (normal vs exaggerated). Participants were asked to recognize the character’s true emotion (conveyed by the micro-expressions) and rate the naturalness and intensity of the character’s emotion in each clip using a 5-point Likert scale. Findings showed that the <b>degree of exaggeration of the micro-expressions </b>had a significant effect on <b>emotion’s</b> <b>naturalness rating</b>, <b>emotion’s</b> <b>intensity rating</b>, and <b>true emotion recognition</b> and the <b>character visual style</b> had a significant effect on emotion’s <b>intensity rating</b>. Emotion type, participant gender and participant animation experience also had significant effects on perception of the micro-expression.</p> </div> <br>
28

Animations Effect on Reading Comprehension in Web-based User Interfaces / Animationers Påverkan på Användares Läsförståelse i Webbaserade Gränssnitt

Nordahl, Sanna January 2016 (has links)
When it comes to web-based user interfaces and web design, one of today’s trends is to use informative and storytelling animations. They can be used as tools for communication, simplifying the interaction, or guiding the user’s attention. However, those animations used in a web- based user interface can slow down the interaction and the user flow and become a distraction for the user. Three popular informative and storytelling animations that are used in web design are: background video, animated slideshows, and parallax scrolling. In order to understand what effect these informative animations have on the users’ reading comprehension on websites — four prototypes were created in Adobe Muse. A user study in form of an A/ B testing followed by a questionnaire were conducted, showing that the three different animations affected the reading comprehension negative. While they at the same time also brought an entertaining feeling to the user experience (UX).
29

Animations and Interactive Material for Improving the Effectiveness of Learning the Fundamentals of Computer Science

Gilley, William 21 May 2001 (has links)
Due to the rapid proliferation of the World Wide Web (WWW) in recent years, many educators are now seeking to improve the effectiveness of their instruction by providing interactive, web-based course material to their students. The purpose of this thesis is to document a set of eight online learning modules created to improve the effectiveness of learning the fundamentals of Computer Science. The modules are as follows: • <A HREF="http://courses.cs.vt.edu/csonline/Algorithms/Lessons/index.html">Algorithms</A> - Definition and specification of algorithms, with a comparison and analysis of several sorting algorithms as examples. • <A HREF="http://courses.cs.vt.edu/csonline/AI/Lessons/index.html">Artificial Intelligence</A> - Overview of current applications in this discipline. • <A HREF="http://courses.cs.vt.edu/csonline/DataStructures/Lessons/index.html">Data Structures</A> - Explanation of basic data structures, including an introduction to computer memory and pointers, and a comparison of logical and physical representations of commonly used data structures. • <A HREF="http://courses.cs.vt.edu/csonline/MachineArchitecture/Lessons/index.html">Machine Architecture</A> - Explanation of data storage, gates and circuits, and the central processing unit. • <A HREF="http://courses.cs.vt.edu/csonline/NumberSystems/Lessons/index.html">Number Systems</A> - Discussion of number representation and arithmetic in number systems other than the decimal number system, with a focus on binary numbers and binary arithmetic. • <A HREF="http://courses.cs.vt.edu/csonline/OS/Lessons/index.html">Operating Systems</A> - Explanation of the purpose of operating systems and the major components that make up an operating system. • <A HREF="http://courses.cs.vt.edu/csonline/ProgrammingLanguages/Lessons/index.html">Programming Languages</A> - Explanation of the fundamental concepts in procedural programming languages. • <A HREF="http://courses.cs.vt.edu/csonline/SE/Lessons/index.html">Software Engineering</A> - Introduction to software life cycle models and an overview of the procedural and object-oriented paradigms. Each module consists of a set of lessons and review questions written in HyperText Markup Language (HTML). Embedded in these pages are various interactive components implemented as Flash animations or Java applets. The modules currently reside on the Computer Science courseware server of Virginia Polytechnic Institute and State University (Virginia Tech) and can be viewed at the following WWW site: <A HREF="http://courses.cs.vt.edu/csonline/index.html">http://courses.cs.vt.edu/csonline/</A> / Master of Science
30

Trávení jako mezioborové téma ve výuce přírodovědných předmětů / Digestion as an interdisciplinary topic in science education

Šarboch, David January 2018 (has links)
The diploma thesis focuses on creating educational materials (educational text and educational animation) for secondary schools emerging topic of digestion in human body. The thesis consists of theoretical and practical part. In the theoretical part the following terms are defined: interdisciplinarity, visualization and animation. Moreover, the presence of the topic in the RVP G and analysis of accesible videos and animations, made in relation with the topic, are investigated. Results of both form a base to create educational materials within the practical part. Finally, a chapter about quantitative research method - questionnaire is incorporated. In the practical part of the diploma thesis, the results of realised questionnaire research are disscused. This questionnaire investigated the state of teaching of digestion in human body at secondary schools. The next chapter is dedicated to a manual for educational animation, the introduction of the programme Adobe Flash Professional CS6 and an educational text. The educational text is devoted to teachers at the first place and consists of basic as well as wider information gathering chemical and biological knowledge, which are related to the topic of the educational animation. The animation itself is put as the attachement on CD-ROM. Both of the...

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