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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.
221

Analyses des usages d'un dispositif hybride d’apprentissage du français et éléments pour un appui à la conception de dispositifs en contexte malgache / No title available

Andrianirina, Hoby 25 November 2011 (has links)
La recherche se situe au carrefour de la didactique des langues-cultures et de l’ALAO (Apprentissage des Langues Assistée par Ordinateur) via des dispositifs hybrides. Elle porte sur les usages des dispositifs médiatisés d’apprentissage de la langue étrangère par des apprenants non-spécialistes. Le postulat de départ est qu’une recherche sur les usages constitue un moyen pour les concepteurs d’appréhender les manières dont les apprenants s’approprient ces dispositifs. L’hypothèse émise est qu’il y a un décalage entre les usages attendus par les enseignants et les usages réels des apprenants et qu’il est pertinent, d’un point de vue didactique, de travailler sur ces décalages afin, d'une part, que les enseignants concepteurs puissent modifier les modèles d’usages en amont de la mise en œuvre du dispositif d’apprentissage et d'autre part, puissent réagir de manière plus adéquate pendant l’utilisation du dispositif par les apprenants. Cette hypothèse conduit à formuler deux questions de recherche principales. Premièrement, quels usages font les apprenants de langues étrangères des dispositifs hybrides ? Et deuxièmement, sur quels éléments des usages les concepteurs peuvent-ils s’appuyer pour la conception ou pour l’actualisation du dispositif ?La recherche est une recherche-action de type expérimental. Elle s’effectue sur deux terrains particuliers : un terrain en contexte français qui constitue le terrain d’analyse et un terrain en contexte malgache qui est le terrain de conception et d’expérimentation. Ces deux terrains présentent des points communs : public-cible constitué d’étudiants non-spécialistes de la langue et spécialistes d’autres disciplines, inscrit en première année de formation, apprentissage de la langue-cible s’effectuant à distance via une plateforme. Deux formes de données de recherche sont exploitées de ces deux terrains : des données invoquées (traces laissées par les apprenants sur la plateforme), suscitées (des questionnaires en direction des apprenants et des entretiens semi-directifs auprès des enseignants-concepteurs afin de cerner les usages prescrits). Les résultats attendus sont de trois types. Sur le plan herméneutique, la recherche permet de caractériser les usages des apprenants selon leurs modes d’interprétation et d’appropriation du dispositif. Sur le plan praxéologique, elle constitue un appui à la conception de dispositifs hybrides, par le biais de recommandations soulignant le rôle de la scénarisation, l’importance de l’articulation d’un côté, des outils mis à disposition des apprenants avec les tâches proposées et de l’autre côté, du présentiel et du distantiel dansl'hybridation. Enfin, elle participe à la promotion, à la diffusion et à l’apprentissage de la langue française en direction des étudiants malgachophones. / This research work is situated at the crossroads of the didactics of Languages and Cultures and CALL (Computer-Assisted Language Learning) via blended learning courseware systems. It focuses on the learners’ usage of computer-mediated learning environments for foreign languages. The premise is that research on usage constitutes a means for course designers to apprehend the ways learners adapt to these tools. Our hypothesis is that there is a discrepancy between the usage prescribed by the teachers and the real usage made by the learners. We believe that it is therefore relevant, from a didactic perspective, to work on these discrepancies so that teacher-designers can improve their practices of these learning systems by adapting their usage models ahead of the implementation of the course setup and by reacting in a more appropriate way during the time the learners are using the tools. This hypothesis raises two main research questions. On the one hand, what use do foreign language learners make of blended learning systems? And, on the other hand, what particular information on usage will help courseware designers in the design or update of their system?The research can be described as experimental action research. This is performed in two research fields: a French context, which is the analytical field and a Malagasy context, which is the field of design and experimentation. These two fields share some common points: a target group of non-specialist language students and specialists of other disciplines enrolled in the first year of their courses and the learning of the target language taking place on a distancelearning platform. Two forms of research data are utilised in both of these fields: invoked data (learners’ traces left on the platform) and raised data (questionnaires completed by the learners and semi-guided interviews of teacher-designers in order to better understand the prescribed uses). The results are of three kinds. At the hermeneutic level, the research enables learners’ usage to be characterised according to their ways of interpreting and adapting to the system. At the praxeological level, it supports the design of courseware systems by giving advice which underlines the role of scenario design and the importance of the strategic use of the tools available to the learner for the tasks proposed. Finally, it helps promote and disseminate the French language to Malagasy students.
222

Matériels et méthodes pour le développement de câbles compatibles IRM / Material and methods for the development of MRI compatible cables

Barbier, Thérèse 15 November 2017 (has links)
L’Imagerie par Résonance Magnétique (IRM) est une technique d’imagerie de référence pour réaliser des diagnostics médicaux. Pour des patients implantés avec des dispositifs médicaux actifs, l’IRM peut engendrer des risques qui doivent être étudiés et minimisés. En effet, ces dispositifs sont constitués en partie de matériaux conducteurs et/ou magnétiques qui interagissent avec l’environnement électromagnétique d’une IRM. Lorsque ces dispositifs ont des câbles, une des interactions les plus problématiques est l’induction d’énergie dans ses câbles qui peut entrainer des stimulations, des dysfonctionnements ou des brûlures. Le premier objectif de cette thèse est de développer des outils pour étudier et quantifier ces interactions électromagnétiques d’une IRM sur un câble. Pour cela, des capteurs innovants compatibles IRM ont été développés pour mesurer la tension induite sur un câble, aux bornes de l’électronique d’entrée d’un dispositif médical actif. Des bancs de tests ont également été mis en place pour simuler les champs électromagnétiques d’une IRM. Le second objectif de cette thèse est de concevoir des câbles innovants qui réduisent au maximum ses interactions électromagnétiques avec une IRM. Nous avons réalisé un câble constitué d’un fil conducteur qui limite l’énergie induite par l’IRM grâce à son bobinage variable. Nous avons réalisé un deuxième câble avec un conducteur de fine épaisseur et des ruptures d’impédances sur sa longueur / Magnetic Resonance Imaging (MRI) is an established imaging technique for medical diagnostics but could expose patients with active medical devices to risks that need to be studied and minimized. In fact, these devices encompass conductive and/or magnetic materials which interact with the electromagnetic field of the MRI. When these devices contain leads, MRI induced energy within the lead is considered to be one of the most problematic interaction as it can lead to stimulations, malfunction or burns. The first goal of this thesis is to create tools to study and quantify the electromagnetic interactions between an MRI and a lead. This has led to the design of novel MRI compatible sensors that measure induced voltage within leads connected active medical device entry terminals. Experimental MRI set-ups were also developed to simulate the MRI’s electromagnetic field. The second goal of this thesis is to design new leads that are minimally affected by the MRI’s electromagnetic field. Two proofs of concept were achieved. On the one hand, a lead capable of reducing MRI induced energy thanks to its winding was made. On the second hand, a second lead with a thin conductor and impedance mismatches along its length was created
223

Les Ultras. Sociologie de l'affrontement sportif et urbain / The Ultras. Sociology of sportive and urban confrontation

Ginhoux, Bérangère 31 October 2013 (has links)
Ce travail de recherche porte sur l’engagement des supporters de football ultras. La plupart des recherches sur les supporters de football dégagent deux modèles de supportérisme« extrême » par rapport au supportérisme traditionnel : le modèle anglais (hooligans) et le modèle italien avec les groupes de supporters ultras. Ces derniers sont constitués en association de loi 1901 dont les membres les plus actifs sont très majoritairement des jeunes hommes de 15 à 30 ans. Leur manière de supporter repose sur une culture partisane et des activités propres (réalisation d’animations sur l’ensemble de la tribune, recours à des chants et des gestuelles spécifiques, utilisation d’engins pyrotechniques, organisation de déplacements,etc.). Cette recherche propose une étude détaillée du processus de constitution du collectif qu’est le groupe ultra et de son fonctionnement, à travers l’angle de la sociologie de la déviance et des notions de « sous-culture » (codes, règles, langage) ou celle de « carrière »(structure hiérarchisée, différents statuts, réputation). Mais l’objectif de ce travail est de dépasser une lecture monographique qui s’en tiendrait à la seule étude du fonctionnement interne du groupe ultra. Cette recherche s’inscrit ainsi dans une conception interactionniste de la déviance qui nécessite d’analyser l’action des déviants – celle des ultras - mais aussi celledes personnes qui réagissent à cette déviance, en l’occurrence celles des agents des services répressifs ou chargés de la sécurité des stades. Ce travail se propose de décrire et d’analyser les interactions entre les ultras, les groupes de supporters « adverses » et les acteurs de la sécurité (policiers, stadiers, directeurs de sécurité des stades) en privilégiant une ethnographie des situations et une description détaillée des pratiques sociales des ultras. En développant« une perspective en terme de monde social » (Strauss) nous nous efforçons d’appréhender le spectacle des ultras comme une production collective, sans cesse négociée et ré-ajustée par rapport à celle des autres acteurs et institutions publiques. Cette perspective permet également de travailler la façon dont les pratiques sociales et « culturelles » des ultras sont affectées notamment par le processus de criminalisation des supporters de football : les supporters ultras sont, en effet, devenus des « délinquants de stades » et la police s’est spécialisée dans la lutte contre ce phénomène sportif et urbain. Les supporters sont désormais surveillés,identifiés, fichés, parfois « interdits de stade » ou incarcérés. Dans le cadre de cette recherche,nous avons suivi l’évolution de ce monde contraint de s’ajuster et de s’adapter à ces différentes évolutions. L’objet de cette recherche est de décrire les processus sociaux qui traversent au quotidien le monde des ultras et qui provoquent sa segmentation et fragmentation en plusieurs « sous-mondes » (celui des interdits de stades, des supporters« indépendants » etc.). En mobilisant les outils descriptifs et analytiques de la sociologie interactionniste qualitative, ce travail entend prolonger la discussion avec les Culturals Studies, dont les travaux ont historiquement alimenté la majorité des travaux sur le supportérisme.Cette recherche repose sur un travail de terrain ethnographique mené par observation participante, principalement parmi les supporters ultras stéphanois – les Green Angels et les Magic fans-, et par entretiens semi-directifs auprès d’ultras et d’acteurs de la sécurité(policiers, stadiers, etc.) en France et à l’étranger. Elle s’appuie aussi sur l’analyse de nombreux documents indigènes, d’articles de presse et mobilise la photo-ethnographie. / This work of research deals with the ultras football fans' engagement. Most of there searches about football fans reach two models of "extreme" sports fanaticism in comparison with the traditional sports fanaticism: the English model (hooligans) and the Italian one with the ultra supporters' groups. The latter are formed in association under the French Law of 1901, which the most active members are predominantly young men between 15 and 30 years old. Their way of supporting is based on a partisan culture and own activities (creation of activities in the whole terraces, resort to songs and specific gestures, use of pyrotechnic devices, organisation of travels, etc.).This research proposes a detailed study of the creation process of the collective that forms the ultra group and its functioning, through the sociology angle of the deviance and the"subculture" notions (codes, rules, language) or the one of the "career" (ranked structure,different status, reputation). Nevertheless, the objective of this work is to go beyond amonographic reading that would just give a study of the internal functioning of the ultragroup. This research falls within an interactionist conception of the deviance which requests an analysis of the deviants' action - the ultras' one - but also the one of the persons who reactto this deviance, in this case, the action of the law enforcement officers or the agents in charge of the stadium security. This work aims to describe and analyse the interactions between the ultras, the "opposing" supporters groups and the security actors (policemen, football stewards,stadium security directors) by favouring an ethnography of situations and a detailed description of the ultras' social practices. By developing " a perspective in terms of social world" (Strauss) we endeavour to comprehend the ultras' show as a collective production,always negotiated and readjusted in relation to the one of the other actors and the public institutions. This viewpoint also enables to work on the way the ultras' social and "cultural"practices are affected notably by the process of the football supporters' criminalisation: the ultra supporters became, in fact, the "stadium delinquents" and police get specialised in the struggle against this sportive and urban phenomenon. The supporters are now kept undersurveillance, identified, filed, and sometimes "stadium banned" or incarcerated. As part of this research, we have followed the evolution of this world forced to fit and to adapt itself to different developments. The purpose of this research is to describe the social processes that go through the ultras' world and causes its segmentation and fragmentation in several "subworlds"(the stadium banned's one, the "independent" supporters' one, etc.). Mobilising the descriptive and analytical tools of the qualitative interactionist sociology, this research aims to extend the discussion with the Culturals Studies, which works have historically fed most ofthe studies about the sports fanaticism. This research rests upon an ethnographic field work driven by participant observation,principally among the ultra supporters from Saint-Etienne - the Green Angels and the Magic fans -, and by semi-structured interviews with ultras and security actors (policemen, stewards,etc.) in France and abroad. It is also based on the analysis of numerous native documents,press articles and mobilise the photo-ethnography.
224

Potencialização da experiência estética no iCinema: diretrizes para a criação de roteiro cinematográfico ficcional multilinear interativo / -

Bieging, Patricia 11 November 2016 (has links)
Tendo em vista as formas de interação entre os sujeitos e os audiovisuais ficcionais interativos, esta pesquisa teve como objetivo geral a elaboração de diretrizes para a criação de roteiro cinematográfico ficcional multilinear interativo com base na potencialização da experiência estética do espectador. Com o avanço dos aparatos tecnológicos e as inovadoras possibilidades, o iCinema (cinema interativo) ganha maior força e conquista os espectadores quanto à imersão e à participação no processo de decisão da trajetória da história. A partir disso, foram traçados alguns objetivos específicos teóricos: estudar a experiência estética gerada na recepção da narrativa cinematográfica; compreender o fluxo motivacional e o papel dos dispositivos na construção da mise-én-scène; verificar as etapas da construção de um roteiro cinematográfico clássico e a possibilidade de construção multilinear; e explorar métodos multimetodológicos para a pesquisa. Com relação aos objetivos específicos práticos, buscou-se: co-produzir um roteiro de curta-metragem cinematográfico ficcional interativo; realizar um estudo de recepção com profissionais da área audiovisual a partir do roteiro criado; entender a relação dos espectadores com narrativas multilineares e interativas; entender os dispositivos cinematográficos com vistas a potencializá-los na criação do roteiro; e criar diretrizes para a elaboração de roteiros interativos. O crescimento das possibilidades criadas pelos filmes pode ser percebido na ampliação das narrativas fílmicas e nos diversos movimentos propiciados por esta mídia, gerando múltiplas sensações e a intensificação das emoções. Neste contexto, buscou-se responder à seguinte pergunta de pesquisa: como construir uma narrativa cinematográfica ficcional multilinear a partir de dispositivos cinematográficos contemporâneos, fazendo com que o espectador vivencie uma experiência extraordinária? Para responder aos objetivos da pesquisa traçou-se um plano multimetodológico (BAUER, GASKELL, 2008), compreendendo abordagens qualitativa, quantitativa, pesquisas bibliográficas, documentais e empíricas (MERRIAM, 1998; MERKLE, 2000). A abordagem junto aos espectadores teve a participação de 24 pessoas, homens e mulheres, entre 20 e 39 anos, fluentes em internet e novas mídias. O roteiro de curta-metragem cinematográfico multilinear interativo foi criado por Raul Inácio Busarello e Patricia Bieging. O estudo de recepção (JACKS; ESCOSTEGUY, 2005) teve a participação de sete especialistas em produção audiovisual. Verificou-se que a multilinearidade das estruturas colabora com o iCinema e convida o espectador, que espera ser surpreendido, a assumir papéis importantes para o desenvolvimento da narrativa. Evidenciou-se que o gerenciamento da interatividade é o ponto chave do iCinema e um desafio para os roteiristas e para os produtores. Estas desafiadoras experiências permitem maior interação e, até mesmo, imersão e profunda vivência dos sujeitos frente à narrativa. Possibilita, inclusive, a interferência em seu fluxo narrativo, fazendo com que a obra seja reformulada de acordo com as escolhas do espectador. Em resposta à pergunta de pesquisa foram elaborados quatro grupos de diretrizes, que se subdividem, visando à criação de roteiros cinematográficos multilineares interativos, sendo: 1) foco nas estratégias de potencialização da experiência do espectador, subdividido em: criação da narrativa, captura da atenção, realismo da narrativa, personagens e self-experience; 2) dispositivos estratégicos e gerenciamento interativo; 3) gerenciamento das ramificações, subdividido em: manutenção do fluxo, teasers e inatividade do espectador; 4) condução do fluxo narrativo. / Considering the forms of interaction between subjects and interactive fictional audiovisual means, this study aimed at elaborating guidelines to create an interactive multilinear fictional movie script based on boosting spectators\' aesthetic experience. With the advances in technologies and the innovative possibilities they ensue, iCinema has been gaining momentum and conquering spectators as to its immersion and participation in decision-making processes for the plot. From this scenario, specific theoretical objectives were also outlined: to study the aesthetic experience generated from the reception of a movie narrative; to understand motivational flow and the role of devices in building the mise-én-scène; to verify the stages in a classic movie script writing and possibilities for multilinear writing; and to explore multi-methodological methods for the study. Specific practical objectives included: to co-produce an interactive fictional short film script; to study its reception with audiovisual professionals; to understand the relation between spectators and interactive multilinear narratives; to understand the cinema devices and boost their functions in script writing; and to create guidelines to write interactive scripts. The increasing possibilities created by film can be perceived by the broadening of film narratives, and by several movements enabled by such medium, thus generating a multitude of sensations and intensified emotions. In this context, the research question guiding this study was: how can one build a multilinear fictional filmic narrative from contemporary cinema devices in order that spectators have an extraordinary experience? In order to fulfill the objectives of this study, a comprehensive multi-method plan (BAUER, GASKELL, 2008) was devised to approach qualitative, quantitative, bibliographic, documental, and empirical aspects of research (MERRIAM, 1998; MERKLE, 2000). Spectator approach involved 24 participants, men and women with ages between 20-39 that were literate in new media and the Internet. The interactive multilinear short film script was written by Raul Inácio Busarello and Patricia Bieging. The reception study (JACKS; ESCOSTEGUY, 2005) was performed with 7 audiovisual production specialists. It was possible to verify that structural multilinearity collaborates with iCinema and invites spectators, who expect surprises, to take on important roles to develop the plot. It was evident that managing interactivity is the key point in iCinema, and it poses a challenge for screenwriters and producers alike. These challenging experiences allow for greater interaction, and even immersion and profound dedication of subjects to the narrative. It even allows for interference in narrative flow, enabling reformulation of the film according to spectator choices. In response to the research question, 4 groups of guidelines were elaborated and subdivided for the creation of interactive multilinear screenplays, namely: 1) focus on spectator experience boost strategies: narrative creation, attention capture, narrative realism, characters, and self-experience; 2) strategic devices and interactive management; 3) branch management: flow maintenance, teasers, and spectator inactivity; and 4) narrative flow and pacing.
225

Etude du comportement du néoprène et d'appareils d'appui parasismiques en néoprène fretté / Study of mechanical behaviour of elastomer and of high damping rubber bearings

Nguyen, Quang Tam 28 November 2013 (has links)
Selon l’Eurocode 8 et la norme EN 1337-3, le comportement de l’Appareil d'Appui en Néoprène Fretté (AANF) est considéré comme élastique linéaire ou hystérétique linéaire. En réalité, les comportements mécaniques de l’AANF sont très complexes et sont essentiellement ceux du néoprène tels que l’élasticité non linéaire, la viscosité, la plasticité, l’effet Payne, l’effet Mullins, etc. Toutefois, très peu d’études de l’effet Mullins et de la piezo-dépendance existent, et aucun modèle par éléments finis ne permet de modéliser ces phénomènes dans l’AANF. L’objectif de cette thèse est donc l’étude de ces phénomènes sur le néoprène et sur l’AANF. Pour atteindre ces objectifs, la caractérisation de ces phénomènes sur le néoprène est tout d’abord réalisée avec différents types de chargements tels que la relaxation, la traction cyclique, la compression cyclique, le couplage compression statique – cisaillement cyclique. De plus, un dispositif biaxial original est fabriqué afin de caractériser l’AANF sous le chargement de compression statique couplé au cisaillement cyclique. Grâce à ces résultats expérimentaux, un nouveau modèle est développé, permettant de modéliser simultanément l’effet Mullins, la piezo-dépendance ainsi que la viscoélasticité non linéaire du néoprène. / High Damping Rubber Bearings (HDRB) composed of alternating thin horizontal layers of elastomer bonded to steel plates are used to support permanent static loading in compression and cyclic shear in case of earthquakes. The behaviour of HDRB is considered to be linear elastic or linear hysteretic according to The European Standard Eurocode 8 and The Standard EN 1337 - 3. The mechanical behaviour of HDRB under loading is actually very complex and essentially linked to the behaviour of elastomer such as nonlinear elasticity, viscosity, plasticity, Payne effect, and Mullins effect. However, the coupling of Mullins effect and nonlinear viscosity as well as influence of hydrostatic stress on viscoelasticity of elastomer or of HDRB has not been studied yet. The aim of this thesis is thus the study of these effects on elastomer and on HDRB. In order to reach these objectives, characterization of these effects on elastomer is firstly performed with different types of loading such as relaxation test, cyclic tensile test, cyclic compression test and combined static compression – cyclic shear test. Furthermore, an original biaxial device is designed and manufactured in order to characterize the behaviour of HDRB under combined static compression – cyclic shear. Based on these experiments a new finite model is developped to simulate simultaneously Mullins effect, nonlinear viscosity and influence of hydrostatic stress on viscoelasticity of elastomer. Subsequently, this model is used to simulate the response of the HDRB under combined static compression - cyclic shear.
226

Conception et mise en œuvre d’un dispositif de formation innovant pour l’intégration des TICE dans les pratiques enseignantes : étude de cas, enseignants stagiaires des mathématiques du CRMEF Souss-Massa, 2015-2016.

Hilmi, Chakir 09 1900 (has links)
No description available.
227

Des dispositifs de contrainte : iconologie interartiale et vidéoludique des corps monstrueux / Of restraint apparatus : interartial and video gaming iconology of monstrous bodies.

Baychelier, Guillaume 21 June 2016 (has links)
La contrainte positive de Barney permet d’'aborder la capacité du dispositif à produire des usages qui, parce que contraints, s'avèrent féconds. Les corps monstrueux sont analysés dans le genre vidéoludique horrifique à partir de cette problématique de la fertilité artistique des dispositifs de contrainte développant une nouvelle approche iconologique tant des enjeux de la relation vidéoludique à l'image que du pouvoir générateur des monstres. Les dispositifs sont conçus comme parcours dont la spatialité est étroitement liée aux idées de clôture et d'obstacle. En écho à Jankélévitch, ces entraves se constituent en organes-obstacles engageant à une pratique où le malgré est paradoxalement le grâce-à. Le recours à l'entrave est souhaité en vue d'un processus génératif ne pouvant prendre corps qu'au risque de l'épreuve d'un déplaisir, d'une «horreur délicieuse» engageant à approfondir l'affinité entre le sublime et la façon dont les dispositifs de contrainte se constituent à travers l'expérience de plaisirs négatifs, d'une disconvenance conduisant selon Schiller à une convenance supérieure. Au-delà de la conjuration de la stupeur horrifiée, par l'artialisation de l' image, l'ouverture iconologique interartiale (picturale, vidéoplastique...) et mythologique permet la mise à jour heuristique de la genèse du monstrueux par un dispositif de contrainte (Tête de Méduse, Rubens) et de la résistance par impossibilité de la capture (Protée) qui conduit à examiner les dispositifs irréductibles à !'enclosure et la question de l'absence de contrainte comme contrainte paradoxale, induisant l' exercice de la mètis qui permet d'éviter l'achoppement dans le clos comme la perte dans l'ouvert. / The notion of positive restraint (Barney) brings to light the apparatuses' ability to produce practices that prove to be fertile, because restrained. Monstrous bodies in horror video games are analyzed from the perspective of the restraint apparatuses' artistic fertility, thus elaborating a new iconological approach to the image issues in videogames and monsters' generating power. Apparatuses are understood as routes whose spatialit is closely linked to the ideas of enclosure and obstacle. Echoing to Jankélévitch, these constraints establish organs-obstacles that set in motion a practice in which despife is paradoxically thanks to. Submitting to constraint engages a generalive process that can only take shape in the presence of a displeasure trial, a "delightful horror" leading us to investigate further the link between sublime and the way restraint apparatuses are grounded in the experience of negative pleasures, of a unsuitability leading, according to Schiller, to a superior suitability. Beyond discharging oneself from horrified stupor by the "artialisation" of the image, the interartial iconological (pictorial, video...) and mythological fields allow us to explore the genesis of monstrosity by restrainl apparatuses (Rubens' Medusa). It also underlines the idea of resistance by the impossibility of capture (Proteus) that leads us to examine the apparatuses without considering them as necessarily linked to closure, and the question of the lack of restraint considered as a paradoxical restraint, which leads to the practice of mètis that enables to avoid stumbling in closed spaces as well as getting lost in wide open spaces.
228

Da imersão à performatividade: vetores estéticos da obra-dispositivo / From immersion to performativity: aesthetic vectors of the dispositif-piece

Santos, Cesar Augusto Baio 16 May 2011 (has links)
Made available in DSpace on 2016-04-26T18:10:52Z (GMT). No. of bitstreams: 1 Cesar Augusto Baio Santos.pdf: 2736898 bytes, checksum: 06ae90a48c2064c02ad0d62ffdd329b3 (MD5) Previous issue date: 2011-05-16 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / This work investigates the transformations in processes of intermediation of sense in digital image and its aesthetic unfoldings. In order to achieve that, an update of theories on dispositif is suggested (BAUDRY, FOUCAULT, DELEUZE), mainly based on the systemic phenomenology of Vilém Flusser, to develop thinking on a non-immersive condition of image. This hypothesis is taken forward with the problematization of neoplatonic conceptions regarding virtual environments (HEIM, FRIEDBERG, GRAU) which establish sense regimes based on the abduction of the individual in the parallel worlds of immersive environments. The main issues raised are related to the validity of these theories towards the dispositifs created in a context of Augmented Reality, ubiquitous computing (WEISER), cybrid condition of space (ANDERS) and networks (BEIGUELMAN); and, above all, of interfaces based on physical computing and algorithms of computer vision. Interpreted as a projection of conceptual abstraction towards concreteness of experience, image stops being understood for dualities between what's "real" and "virtual" or "physical" and "informational", to present itself as a phenomenon that is projected from the dispositif to establish new relations with phenomenons of other natures which constitute reality. Considering this project's condition, image starts to give itself to experience through processes of objectification and otherization, installing new aesthetic experiences of image. Being integrated to the coded world (FLUSSER), image becomes an object of a specific genesis among many others which surround us. However, the processes of otherization approximate the condition of image and of the individual to that one assigned to the body in performance aesthetics (COHEN, LEHMANN, FISCHER-LICHTE), demanding from both a performative posture based on the significant value of presence (GUMBRECHT, ZUMTHOR) and gesture (FLUSSER). Those transformations in the intermediation processes between piece and individual launch new aesthetic vectors to the understanding of media art. This scenery is outlined in this research considering the analysis of audiovisual pieces produced in the last two decades, which present themselves as technical dispositifs that are open to someone's interaction. The immersive environments in Virtual Reality, CAVEʼs and digital panoramas are analyzed against cybernetic dispositifs, pieces that use techniques of augmented reality and others that put image and public in performative conditions. The analysis goes through theories of media art (BELLOUR, DUBOIS, MACHADO) and of new media (MURAY, MANOVICH, COUCHOT, WEIBEL, HANSEN) identifying displacements in the condition of image and of subjectivity's figures, this way demanding other postures and sensibilities, both from creators and from those who place themselves before the image / Este trabalho investiga as transformações nos processos de agenciamento de sentido da imagem digital e seus desdobramentos estéticos. Para tanto é proposta uma atualização das teorias do dispositivo (BAUDRY, FOUCAULT, DELEUZE), principalmente a partir da fenomenologia sistêmica de Vilém Flusser, para pensar uma condição não imersiva da imagem. Esta hipótese é levada adiante com a problematização das concepções neoplatônicas dos ambientes virtuais (HEIM, FRIEDBERG, GRAU), que estabelecem regimes de sentido fundados na abdução do sujeito nos mundos paralelos dos ambientes imersivos. As principais questões levantadas se referem à validade de tais teorias frente aos dispositivos criados no contexto da Realidade Aumentada, da ubiquidade computacional (WEISER), da condição cíbrida do espaço (ANDERS) e das redes (BEIGUELMAN); e, sobretudo, das interfaces baseadas na computação física e nos algoritmos de computer vision. Entendida como uma projeção da abstração conceitual rumo à concretude da experiência, a imagem deixa de ser compreendida por dualidades entre real e virtual ou físico e informacional para se apresentar com um fenômeno que se projeta do dispositivo para estabelecer relações com fenômenos de outras naturezas que constituem a realidade. Nessa condição de projeto, a imagem passa a se dar à experiência por meio de processos de objetivação e outrificação, instalando novas experiências estéticas da imagem. Integrada ao mundo codificado (FLUSSER), a imagem torna-se um objeto de gênese específica dentre tantos outros que nos cercam. No entanto, os processos de outrificação aproximam a condição da imagem e do sujeito àquela conferida ao corpo na estética da performance (COHEN, LEHMANN, FISCHERLICHTE), demandando de ambos uma postura performativa pautada no valor significante da presença (GUMBRECHT, ZUMTHOR) e do gesto (FLUSSER). Tais transformações nos processos de agenciamento entre obra e sujeito lançam assim novos vetores estéticos para a compreensão da media art. Esse cenário é delineado nesta pesquisa a partir da análise de obras audiovisuais produzidas nas últimas duas décadas que se apresentam elas mesmas como dispositivos técnicos abertos à interação do sujeito. Os ambientes imersivos em Realidade Virtual, CAVEʼs e panoramas digitais são analisados em contraposição aos dispositivos da cibernética, aos trabalhos que utilizam técnicas de realidade aumentada e outros que colocam imagem e público em condições performativas. As análises atravessam as teorias da media art (BELLOUR, DUBOIS, MACHADO) e da nova mídia (MURRAY, MANOVICH, COUCHOT, WEIBEL, HANSEN) identificando deslocamentos na condição da imagem e das figuras de subjetividade, demandando assim outras posturas e sensibilidades, tanto dos criadores quanto daquele que se posiciona diante da imagem
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Contribution à la conception d'architecture de calcul auto-adaptative intégrant des nanocomposants neuromorphiques et applications potentielles / Adaptive Computing Architectures Based on Nano-fabricated Components

Bichler, Olivier 14 November 2012 (has links)
Dans cette thèse, nous étudions les applications potentielles des nano-dispositifs mémoires émergents dans les architectures de calcul. Nous montrons que des architectures neuro-inspirées pourraient apporter l'efficacité et l'adaptabilité nécessaires à des applications de traitement et de classification complexes pour la perception visuelle et sonore. Cela, à un cout moindre en termes de consommation énergétique et de surface silicium que les architectures de type Von Neumann, grâce à une utilisation synaptique de ces nano-dispositifs. Ces travaux se focalisent sur les dispositifs dit «memristifs», récemment (ré)-introduits avec la découverte du memristor en 2008 et leur utilisation comme synapse dans des réseaux de neurones impulsionnels. Cela concerne la plupart des technologies mémoire émergentes : mémoire à changement de phase – «Phase-Change Memory» (PCM), «Conductive-Bridging RAM» (CBRAM), mémoire résistive – «Resistive RAM» (RRAM)... Ces dispositifs sont bien adaptés pour l'implémentation d'algorithmes d'apprentissage non supervisés issus des neurosciences, comme «Spike-Timing-Dependent Plasticity» (STDP), ne nécessitant que peu de circuit de contrôle. L'intégration de dispositifs memristifs dans des matrices, ou «crossbar», pourrait en outre permettre d'atteindre l'énorme densité d'intégration nécessaire pour ce type d'implémentation (plusieurs milliers de synapses par neurone), qui reste hors de portée d'une technologie purement en «Complementary Metal Oxide Semiconductor» (CMOS). C'est l'une des raisons majeures pour lesquelles les réseaux de neurones basés sur la technologie CMOS n'ont pas eu le succès escompté dans les années 1990. A cela s'ajoute la relative complexité et inefficacité de l'algorithme d'apprentissage de rétro-propagation du gradient, et ce malgré tous les aspects prometteurs des architectures neuro-inspirées, tels que l'adaptabilité et la tolérance aux fautes. Dans ces travaux, nous proposons des modèles synaptiques de dispositifs memristifs et des méthodologies de simulation pour des architectures les exploitant. Des architectures neuro-inspirées de nouvelle génération sont introduites et simulées pour le traitement de données naturelles. Celles-ci tirent profit des caractéristiques synaptiques des nano-dispositifs memristifs, combinées avec les dernières avancées dans les neurosciences. Nous proposons enfin des implémentations matérielles adaptées pour plusieurs types de dispositifs. Nous évaluons leur potentiel en termes d'intégration, d'efficacité énergétique et également leur tolérance à la variabilité et aux défauts inhérents à l'échelle nano-métrique de ces dispositifs. Ce dernier point est d'une importance capitale, puisqu'il constitue aujourd'hui encore la principale difficulté pour l'intégration de ces technologies émergentes dans des mémoires numériques. / In this thesis, we study the potential applications of emerging memory nano-devices in computing architecture. More precisely, we show that neuro-inspired architectural paradigms could provide the efficiency and adaptability required in some complex image/audio processing and classification applications. This, at a much lower cost in terms of power consumption and silicon area than current Von Neumann-derived architectures, thanks to a synaptic-like usage of these memory nano-devices. This work is focusing on memristive nano-devices, recently (re-)introduced by the discovery of the memristor in 2008 and their use as synapses in spiking neural network. In fact, this includes most of the emerging memory technologies: Phase-Change Memory (PCM), Conductive-Bridging RAM (CBRAM), Resistive RAM (RRAM)... These devices are particularly suitable for the implementation of natural unsupervised learning algorithms like Spike-Timing-Dependent Plasticity (STDP), requiring very little control circuitry.The integration of memristive devices in crossbar array could provide the huge density required by this type of architecture (several thousand synapses per neuron), which is impossible to match with a CMOS-only implementation. This can be seen as one of the main factors that hindered the rise of CMOS-based neural network computing architectures in the nineties, among the relative complexity and inefficiency of the back-propagation learning algorithm, despite all the promising aspects of such neuro-inspired architectures, like adaptability and fault-tolerance. In this work, we propose synaptic models for memristive devices and simulation methodologies for architectural design exploiting them. Novel neuro-inspired architectures are introduced and simulated for natural data processing. They exploit the synaptic characteristics of memristives nano-devices, along with the latest progresses in neurosciences. Finally, we propose hardware implementations for several device types. We assess their scalability and power efficiency potential, and their robustness to variability and faults, which are unavoidable at the nanometric scale of these devices. This last point is of prime importance, as it constitutes today the main difficulty for the integration of these emerging technologies in digital memories.
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La mise en place de dispositifs "hybrides" d'enseignement - apprentissage des langues en milieu universitaire. analyse didactique d'une recherche-action / Designing and setting up a SLA blended learning environment for French ESP learners. case study to investigate action research’s impact on learning and teaching practices

Brudermann, Cédric 07 December 2010 (has links)
Cette thèse vise à analyser l’interaction des procédés d’enseignement et d’appropriation dans un univers didactique multipolaire [le tuteur, les aides en ligne, les conduites d’auto-apprentissage, etc.], afin de déterminer à quelles conditions l’utilisation d’un environnement mixte rend possible la mise en oeuvre d’expériences d’apprentissage potentiellement favorables à l’acquisition de l’anglais langue étrangère auprès d’un public LANSAD en milieu universitaire. L’ouverture de cette thèse est consacrée à l’apprenant. Etant donné que la mise en place d’un dispositif pédagogique donné revient à mettre à la disposition de ce dernier des outils visant potentiellement à le conduire vers une progression qualitative et quantitative en L-C 2, celui-ci y occupe une place centrale en tant qu’utilisateur. La deuxième partie vise à mettre en évidence comment les logiques de la DLC et de la RAL peuvent être conciliées pour transformer les diverses implications et pédagogiques tirées de la première partie en outils didactiques susceptibles d’influer positivement sur les mécanismes acquisitionnels des apprenants. Ces considérations sont réinvesties dans le cadre de la troisième partie, afin d’étudier à quelle[s] condition[s] un dispositif permettant a priori aux apprenants [ou d’élaborer à leur intention] des tâches [macrotâches] qui répliquent ou simulent les pratiques sociales observées et qui servent d’objectifs aux apprenants ou à l’institution [Demaizière et Narcy-Combes, 2005] peut être mis en place. Enfin, les pratiques apprenantes au sein du dispositif élaboré sont analysées à la lumière des conclusions tirées dans nos trois premières parties. / The perspective of this dissertation is to analyze how the teaching and learning processes are interacting in a multipolar environment [tutor, online help, learning strategies] in order to shed light on the conditions to which a numerical environment is liable to promote English as a foreign language and culture [hereinafter L-C 2] acquisition amongst ESP learners at university level. The first part of the dissertation deals with the learner. If the implementation of a pedagogical environment aims at providing him - her with tools enabling both a potential qualitative and quantitative progression in L-C 2, the learner indeed plays a central role within it, as a user. In order to achieve this objective, a reflection on the L-C 2 learning processes is necessary to take them into account, as far as possible, in the setting up of a pedagogical environment. The second part looks at how the considerations of SLA, second language learning and teaching and the pedagogical implications drawn from the first part can be linked up and turned into tailor-made tools liable to impact positively on the learners’ SLA processes. The third part is about pedagogical engineering with a particular emphasis on how both the pedagogical implications drawn from the first two parts and the various parameters inherent to a pedagogical setting can be taken into account to implement an L-C 2 blended learning environment. Eventually, action research is presented. This part aims at providing an analysis of the learning practices and of the multipolar interaction taking place within a blended environment and at assessing its potential in terms of SLA.

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