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Gera??o procedural de ambientes virtuais sem?nticos / Procedural generation of semantic virtual environmentsMarson, Fernando Pinho 29 August 2012 (has links)
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Previous issue date: 2012-08-29 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES / Conselho Nacional de Pesquisa e Desenvolvimento Cient?fico e Tecnol?gico - CNPq / This work describes a computational model to generate semantic virtual environments procedurally,
which can be used in games and behavioral simulations of crowds and groups of autonomous
virtual agents. The process of creating environments, starts with a set of semantic information
provided by the user. Such information are based on an abstract mental model, which describes relationships
among the spaces that should be created. The proposed approach works in two different
ways: building residential environments (i.e. houses and apartments) and also large environments.
Large environments can be understood as complex virtual buildings, e.g., shopping malls, airports
or train stations. For each type of environment is used a distinct method, more suitable to treat the
specific environmental issues. After subdivide all spaces, the flow turns to become one again. As
output we have geometry files and semantic description files that can be used in different applications
as games and behavioral crowd simulations. / Este trabalho descreve um modelo computacional para a gera??o procedural de ambientes virtuais
sem?nticos, os quais podem ser utilizados em jogos e na realiza??o de simula??es comportamentais
com grupos e multid?es de agentes virtuais aut?nomos. O processo de cria??o dos ambientes se d?
a partir de informa??es sem?nticas fornecidas pelo usu?rio que tem como base um modelo mental
abstrato. Este modelo mental serve como ponto de partida para a especifica??o das rela??es existentes
entre os diversos espa?os que devem ser criados no ambiente virtual. O modelo computacional
proposto trabalha em duas linhas distintas: cria??o de ambientes residenciais (casas e apartamentos)
e gera??o de ambientes amplos. Ambientes virtuais amplos podem ser entendidos como constru??es
virtuais mais complexas, como shopping centers, aeroportos e galerias comerciais. Para cada um
dos tipos de ambiente ? utilizado um m?todo distinto, melhor adequado para tratar os problemas
existentes em cada situa??o. Ap?s a realiza??o das subdivis?es dos espa?os, a sequ?ncia de etapas
volta a confluir, mantendo uma arquitetura ?nica para a gera??o do ambiente virtual. Como sa?da
s?o obtidos arquivos de geometria e de descri??o sem?ntica que podem ser utilizadas em diferentes
aplica??es nas ?reas de jogos, computa??o gr?fica e de simula??o.
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Produção de provas em sede recursal / Production of evidence in appealsZampar Júnior, José Américo 27 November 2018 (has links)
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Previous issue date: 2018-11-27 / The purpose of this dissertation was to answer the question whether there is only one single moment and no other moment to produce the evidence in the process. In order to answer the question, we investigated the possibility of producing evidence in appeals. The research was developed under a theoretical-doctrinal bias, analyzing four distinct aspects of the procedural phenomenon: the parties, the judge, the appeals and the evidence. It was analyzed when the parties can produce evidence in a court seat, the legal action of the trial for the production of evidence, which features involve the production of evidence and which evidence be produced after the typical investigation phase. This dissertation traces the beacons so that evidence can be produced after the time provided for procedural instruction. It was concluded that it is possible to produce evidence in a court seat, but this is not a rule, but an exception to the system and clarifies and complements the factual-evidential framework of the case or allows the decision to reflect the current state of the litigious object, with the insertion of facts and evidence supervenientes in the process / A presente dissertação teve como objetivo responder à questão se existe apenas um momento único e excludente de qualquer outro para a produção da prova no processo. Para responder à questão investigou-se a possibilidade de serem produzidas provas em sede de recursos. A pesquisa foi desenvolvida sob um viés teórico-doutrinário, analisando quatro aspectos distintos do fenômeno processual: as partes, o juiz, os recursos e as provas. Analisou-se quando as partes podem produzir provas em sede recursal, a atuação de ofício do juízo para a produção das provas, quais recursos comportam a produção de provas e quais provas comportam serem produzidas posteriormente à fase instrutória típica. O trabalho traça as balizas para que a prova possa ser produzida após o momento previsto para a instrução processual. Concluiu-se ser possível a produção de prova em sede recursal, todavia esta não é regra, mas exceção do sistema e se volta a aclarar e complementar o quadro fático-probatório do processo ou possibilitar que a decisão reflita o estado atual do objeto litigioso, com a inserção de fatos e provas supervenientes no processo
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A regra do prejuízo e as nulidades processuais: construção de um modelo racional de aplicação do \"pas de nullité sans grief\" no âmbito do processo penal brasileiro / The harmless error rule and procedural nullities: the elaboration of a rational model to apply pas de nullité sans grief in criminal procedures.Zaclis, Daniel 08 April 2015 (has links)
O presente trabalho tem como escopo central a análise da regra do prejuízo relacionada às nulidades no processo penal. Corolário da teoria da instrumentalidade das formas, a regra do prejuízo dispõe que somente será reconhecida a nulidade se do ato viciado resultar algum prejuízo para a acusação ou para a defesa. A despeito de sua importância para a construção de um modelo finalístico, referida categoria do prejuízo vem sendo aplicada de forma caótica pela jurisprudência pátria. Na realidade, o entendimento daquilo que de fato configura o prejuízo para efeitos do artigo 563 do Código de Processo Penal se perdeu em meio a decisões controversas e confusas acerca do tema. A regra, inicialmente adotada no processo civil, foi transportada ao processo penal sem as devidas cautelas e desprovida dos necessários ajustes. Inexiste uma sistematização mínima para aferição do prejuízo, sendo certo que hodiernamente se confere uma discricionariedade absoluta ao magistrado para determinar se no caso concreto há alguma lesão às partes. Nesse cenário, a precípua função da forma, que é assegurar uma proteção ao acusado contra eventuais arbitrariedades do Estado, muitas vezes é deixada de lado. Toda essa problemática tem gerado um ambiente instável para correta aplicação das nulidades, o que acaba por acarretar uma notável insegurança jurídica. O presente estudo tem a pretensão de propor um modelo racional de aferição do prejuízo, com base no qual o magistrado encontrará critérios mais claros para a aplicação das nulidades no processo penal. / This research aims to analyze the harmless error rule, strictly related to the subject of nullities in the criminal procedure. As a deployment of the theory of instrumentality of the procedural forms, the harmless error rule provides that a mistake will only cause the nullity of the procedure if there is evidence to support that the prosecution or the defense were actually harmed by that error. Although extremely important for the incorporation of teleological model of nullity, the mentioned harmless error rule has been wrongfully applied by Brazilian courts. In reality, the understanding of the actual meaning of the word harm, as per article 563 of the Criminal Procedure, has been lost throughout so many different confusing and controversial court decisions. The harmless error rule, initially used in civil cases, was brought to criminal procedure without the needed adjustments. There is no minimum systematization in order to identify a harmful error and, therefore, nowadays the judge has total discretion to determine in each case the severity of the error. Given this reality, the most important function of a procedural form, which is to protect the defendant against eventual arbitrary measures committed by the State, is normally forgotten. All these issues have caused an unstable background regarding the correct application of the nullities, leading to a noticeable legal uncertainty in this subject. This research has the intention to come up with a rational model of application of the harmless error rule, based on which the judges will find the necessary criteria to recognize nullities in criminal procedures.
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Repercussão geral das questões constitucionais / General repercussion on constitucional subjectsFreitas Junior, Horival Marques de 30 April 2014 (has links)
No início do presente trabalho, foi elaborado um histórico do Supremo Tribunal Federal e do recurso extraordinário, além de se traçar alguns aspectos sobre o papel da Corte na atualidade, resultado das mudanças sociais aspiradas pela Constituição de 1988 e de recentes reformas legislativas. Se, por um lado, o constituinte originário pretendeu ampliar o acesso à Justiça, não menos verdade é que a realidade acabou por demonstrar a insuficiência do modelo então vigente para dar respostas adequadas e céleres aos jurisdicionados. O Poder Judiciário brasileiro carece de importantes reformas procedimentais, com o objetivo de atribuir maior eficácia às decisões dos Tribunais Superiores, e, assim, desestimular a interposição de recursos a respeito de questões já sedimentadas. Neste contexto foi que se introduziram os institutos da súmula vinculante e da repercussão geral das questões constitucionais, este último como requisito de admissibilidade do recurso extraordinário. Ao longo do segundo capítulo, houve a apresentação dos institutos antecedentes da repercussão geral (introduzida pela Emenda Constitucional nº 45/2004), como a arguição de relevância vigente sob a Constituição de 1967, a transcendência do direito trabalhista (artigo 896-A da CLT), o certiorari do direito norte-americano e a ofensa federal relevante do direito argentino, além de outras experiências do direito estrangeiro. Detendo-se acerca da repercussão geral, no terceiro capítulo foram identificados alguns critérios adotados pelo Supremo Tribunal Federal nos julgamentos até o momento realizados, além de esclarecidas algumas noções fundamentais, como a natureza do provimento jurisdicional dele decorrente. No quarto e quinto capítulos foram apresentadas as principais questões procedimentais a respeito do exame da repercussão geral. Relativamente ao julgamento de recursos múltiplos previsto no artigo 543-B, §§ 3º e 4º, do CPC, também se estudou em que medida estará o Tribunal de origem vinculado à decisão a ser proferida pelo STF. Por fim, verificou-se se tais normas estão em harmonia com o sistema processual vigente, notadamente em relação aos princípios e garantias processuais presentes na Constituição da República de 1988. / The beginning of this work presents a background of the Brazilian Supreme Federal Court and the extraordinary appeal. It also presents an outline of the Court\'s current role, which is a result of the social changes aimed by the 1988 Brazilian Constitution and by recent legislative reforms. The original constituent primarily intended to expand the access to justice, but reality revealed that the operative model at the time was insufficient to respond swiftly and adequately to those under it jurisdiction. Brazilian Judiciary needs important procedural reforms in order to bring effectiveness to the decisions of the Supreme Courts and consequently discourage appeals against settled questions. The binding precedent and the general repercussion on constitutional subjects the latter being the admissibility requirement of the extraordinary appeal were introduced in this context. Through the second chapter, there is the presentation of the institutes previous to the general repercussion (introduced by the Constitutional Amendment 45/2004), such as the allegation of relevance operative on the 1967 Constitution, the labor law transcendence (article 896-A of the Brazilian Labor Code), the certiorari from the North-American Law system and the relevant federal offense from the Argentinian Law system, among other experiences from foreign Law systems. With regard to the general repercussion, the third chapter identifies some criteria adopted by the Brazilian Supreme Federal Court on its trials up to the present and sets forth some fundamental notions, such as the nature of the jurisdictional provision. The fourth and fifth chapters present the main procedural issues regarding the analysis of the general repercussion. They also study to what extent the court of origin is bound by the decision delivered by the Federal Supreme Court regarding multiple appeal judgments, as established by article 543-B, sections 3rd and 4th of the Brazilian Code of Civil Procedure. Finally, this work verifies whether such norms are in harmony with the current procedural system, notably regarding procedural principles and safeguards from the 1988 Brazilian Constitution.
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Les limites à l'autonomie procédurale des Etats sur le recours en indemnité / The limits to the procedural autonomy in the matter of compensation of damagesDi Marco, Antonio Calogero 08 June 2012 (has links)
Cette étude analyse l'ensemble des limites à l'autonomie procédurale des États membres en matière de recours en indemnité ; la recherche est articulée en deux parties, avec une partie préliminaire, et une partie finale.La partie préliminaire est consacrée à l’analyse de la notion d'autonomie procédurale et du droit à l’indemnisation, et elle se compose de deux chapitres, chacun divisés en deux sections. Le premier chapitre est consacré aux limites générales que le droit de l’UE pose à la compétence étatique en matière de procédure, et il essaye de mettre en évidence les différences et les similitudes entre le droit international et droit de l’Union européenne. Le deuxième chapitre de la partie introductive, au contraire, a pour objet l’analyse du droit à indemnisation, et notamment on montre comment en vue d’assurer la protection effective et efficace de ce droit au niveau national, a progressivement été mis en place un processus de limitation de la souveraineté de l’État dans le domaine de la procédure ; ce chapitre essaye aussi de mettre en évidence les différences et les similitudes entre droit international et droit de l’Union européenne.La première partie, au lieu, est consacrée à la signification du qualificatif « statique » du recours en indemnité, car on prend en analyse les limites sur les règles de procédure qui régissent le régime juridique du droit à indemnisation et les conditions de mise en œuvre; elle se compose de deux titres, chacun divisés en deux chapitre, consacrés à l’analyse des limites substantielles et de procédure que le droit de l’UE pose à la compétence nationale à régler le recours en indemnité. Le premier titre de la première partie de cette recherche, dédiée aux limites substantielles, se compose de deux chapitres. Le première chapitre est consacré à la reconstruction des limites aux règles de procédure que représentent les conditions d’imputabilité de la violation à l’État ; en particulier, on prend en compte le grand nombre de cas qui ont donné lieu à des problèmes de cohérence entre les systèmes nationaux de procédure à cause d’une réglementation différente, et souvent contradictoire avec l’élément subjectif de la violation ; plus spécifiquement, on met en place une analyse de la jurisprudence de la Cour de justice qui a donné lieu à la formation prétorienne de nouveaux dispositifs de procédure concernant la responsabilité non contractuelle de l’État-législateur, de l’État administrateur et de l’État-juge. Le deuxième chapitre du premier titre, quant à lui, est consacré aux limites des règles de procédure qui régissent les conditions de mise en œuvre de la responsabilité non contractuelle, c’est-à dire celles qui définissent l’élément objectif de la violation ; plus spécifiquement, on prend en analyse la jurisprudence qui concerne les conflits entre les normes de procédure nationales et les trois conditions qu’il faut réunir pour obtenir l’indemnisation, à savoir : que la règle du droit de l’Union violée ait pour objet de conférer des droits aux particuliers; que la violation de cette règle soit suffisamment caractérisée et qu’il existe un lien de causalité direct entre cette violation et le préjudice subi par les particuliers.[...] / This work analyses the limits that the principle of State liability for damages suffered by individuals because of breach of EU law poses to the procedural autonomy of the Member States of the EU; at the same time, the work provides a concept of procedural autonomy capable of showing its own constitutive limits. The research is divided into two parts, preceded by an introductory part.The introductory part of this work is dedicated to the general character of the limitations EU law poses to the State’s competence in matters of procedure/procedural matters. Specifically, it analyzes the process by which the Court of justice and national courts consider the incompatibility of national rules of procedure with the european law; in addition, it highlights the specific conjugation of these limits in the matter of compensation of damages.The first part of the research, instead, focuses on the specific limits that european law poses on the rules of procedure relating to the legal regime of the right to compensation and its operating conditions; in particular, this first part explores respectively the “substantive” and “procedural” limits that EU law poses to the State’s autonomy to regulate actions for damages for breaches of EU law. The substantial limits, which are the object of the first chapter of the first part of this work, concern the conditions of eligibility of liability and to the constitutive conditions of the right to compensation; in particular, these are the limits that the european law pose on national rules of procedure governing the subjective and objective elements of the breach of EU law. Firstly, I analyse the judgments of the Court of justice that gave rise to the formation of procedural provisions related to the eligibility of breaches of EU law by the State-legislator, the State-administrator and the State-judge. Secondly, I derive the set of procedural requirements that national courts have to apply for verifying the existence of a breach of EU law, and especially to verify the existence of the three conditions that have to be met for conferring right to reparation: the infringed rule has to be intended to confer rights on individuals; the breach has to be sufficiently serious; a direct causal link between the breach of the obligation resting on the state and the damage sustained by the injured parties has to be present. The procedural limits to the action for damages, to which the second chapter of the first part of this work is dedicated, refer to the concrete organization and characteristics of the judicial action. I explore here the requirements and common rules that have gradually replaced numerous internal procedure provisions. These are related in particular to the identification of the best forum and the powers ofjurisdiction, as well as to the different aspects of the trial and of its organization, with specific reference to areas affected by substantial EU law. This chapter, therefore, reconstructs the rules related to the identification of the competent jurisdiction and to the power that jurisdiction has to enjoy in order to protect and enforce the european law, focusing on the case of a Member State sued in front of a Court of another Member state; in addition I explore the organization strictu sensu of action of damages, I concentrate on class actions, on the classic theme of limitation periods and decadence and, moreover, on rules concerning evidences.[..]
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Urbis Terram - Designing and Implementing a Procedural City Generation Tool for Unity3D Game EngineNajahi, Yakin 27 April 2017 (has links)
The use of procedural content generation is becoming more and more popular in the video game industry. With games such as Minecraft or No Man’s Sky we have seen the potential of PCG in video game creation but also its challenges. In fact, while the processing power and memory capabilities of our machines are unceasingly growing, human capability for content creation doesn’t seem to be able to follow the same pace. Game developers had then to come up with several techniques and methods that will help them generate lots of content for their games while still keeping a certain level of control on the output. Urbis Terram is a procedural city generation tool for Unity3D that allows the creation of complete cities to be used in video games or simulations made with this engine. The goal of this thesis is to tackle the technical challenge of designing and implementing a PCG tool that will help game developers to quickly generate terrains, road networks and allotment spaces for buildings and other urban areas. The goal is to have a unique complete city generation tool that can enable quick game design iterations and can be used to create complex virtual worlds.
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Effect of Formative Feedback via Interactive Concept Maps on Informal Inferential Reasoning and Conceptual Understanding of ANOVAAtas, Sait 25 March 2019 (has links)
This study assessed the knowledge structure of undergraduate participants related to previously determined critical concepts of Analysis of Variance (ANOVA) by using Pathfinder networks. Three domain experts’ knowledge structures regarding the same concepts were also elicited and averaged to create a referent knowledge structure. The referent knowledge structure served as a basis for formative feedback. Then, each participant’s knowledge structure was compared with the referent structure to identify common, missing, and extraneous links between the two networks. Each participant was provided with individualized written and visual, and multi-media feedback through an online Concept Mapping tool based on the principals of formative assessment and feedback in an attempt to increase their conceptual knowledge of ANOVA.
The study was conducted with 67 undergraduate participants from a mid-size university in the United States. Participants completed two data collection tools related to the critical concepts of ANOVA. Later, three different types of feedback around the critical concepts were given to participants in three stages. First, each participant was given visual feedback as a result of the comparison between their own knowledge structures and the referent knowledge structure to highlight similarities and differences between the two. Then, participants were provided with individualized written and multi-media feedback to emphasize conceptual understanding behind ANOVA procedures. This procedure was followed by the re-assessment of participants’ reasoning ability related to ANOVA and knowledge structures related to critical concepts to measure the effect of the intervention.
Results suggest that participants both in control and intervention groups had the same level of statistics experience and anxiety before this study indicating that randomization of participants into two different groups was successful. Moreover, women participants reported a statistically significant higher level of statistics anxiety than men, however, it seems that this small difference did not limit their ability to perform required statistical tasks. Further, findings revealed that participants’ conceptual knowledge related to critical concepts of ANOVA increased significantly after the individualized feedback. However, the increase in the conceptual understanding did not help participants to transform this knowledge into more formal understanding related to procedures underlying ANOVA. Moreover, even though, previous similar studies suggest that participants are consistent in using a single strategy for making inferential reasoning across datasets, in the present study, qualitative data analysis revealed that statistics learners demonstrate diverse patterns of inferential reasoning strategies when they were provided with different size of datasets each with varying amount of variability. As a result, findings support the use of an extended framework for describing and measuring the development of participants’ reasoning ability regarding consideration of variation in statistics education.
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Bug prediction in procedural software systems / Predição de bugs para sistemas proceduraisAraújo, Cristiano Werner January 2017 (has links)
Informação relacionada a concertos de bugs tem sido explorada na construção de preditores de bugs cuja função é o suporte para a verificação de sistemas de software identificando quais elementos, como arquivos, são mais propensos a bugs. Uma grande variedade de métricas estáticas de código e métricas de mudança já foi utilizada para construir tais preditores. Dos muitos preditores de bugs propostos, a grande maioria foca em sistemas orientados à objeto. Apesar de orientação a objetos ser o paradigma de escolha para a maioria das aplicações, o paradigma procedural ainda é usado em várias — muitas vezes cruciais — aplicações, como sistemas operacionais e sistemas embarcados. Portanto, eles também merecem atenção. Essa dissertação extende o trabalho na área de predição de bugs ao avaliar e aprimorar preditores de bugs para sistemas procedurais de software. Nós proporcionamos três principais contribuições: (i) comparação das abordagens existentes de predição de bugs no contexto de sistemas procedurais, (ii) proposta de uso dos atributos de qualidade de software como atributos de predição no contexto estudado e (iii) avaliação dos atributos propostos em conjunto com a melhor abordagem encontrada em (i). Nosso trabalho provê, portanto, fundamentos para melhorar a performance de preditores de bugs no contexto de sistemas procedurais. / Information regarding bug fixes has been explored to build bug predictors, which provide support for the verification of software systems, by identifying fault-prone elements, such as files. A wide range of static and change metrics have been used as features to build such predictors. Many bug predictors have been proposed, and their main target is objectoriented systems. Although object-orientation is currently the choice for most of the software applications, the procedural paradigm is still being used in many—sometimes crucial—applications, such as operating systems and embedded systems. Consequently, they also deserve attention. This dissertation extends work on bug prediction by evaluating and tailoring bug predictors to procedural software systems. We provide three key contributions: (i) comparison of bug prediction approaches in context of procedural software systems, (ii) proposal of the use of software quality features as prediction features in the studied context, and (iii) evaluation of the proposed features in association with the best approach found in (i). Our work thus provides foundations for improving the bug prediction performance in the context of procedural software systems.
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A procedural model for snake skin texture generationPinheiro, Jefferson Magalhães January 2017 (has links)
Existem milhares de espécies de serpentes no mundo, muitas com padrões distintos e intricados. Esta diversidade se torna um problema para usuários que precisam criar texturas de pele de serpente para aplicar em modelos 3D, pois a dificuldade em criar estes padrões complexos é considerável. Nós primeiramente propomos uma categorização de padrões de pele de serpentes levando em conta suas características visuais. Então apresentamos um modelo procedural capaz de sintetizar uma vasta gama de textura de padrões de pele de serpentes. O modelo usa processamento de imagem simples (tal como sintetizar bolinhas e listras) bem como autômatos celulares e geradores de ruído para criar texturas realistas para usar em renderizadores modernos. Nossos resultados mostram boa similaridade visual com pele de serpentes reais. As texturas resultantes podem ser usadas não apenas em computação gráfica, mas também em educação sobre serpentes e suas características visuais. Nós também realizamos testes com usuários para avaliar a usabilidade de nossa ferramenta. O escore da Escala de Usabilidade do Sistema foi de 85:8, sugerindo uma ferramenta de texturização altamente efetiva. / There are thousands of snake species in the world, many with intricate and distinct skin patterns. This diversity becomes a problem for users who need to create snake skin textures to apply on 3D models, as the difficulty for creating such complex patterns is considerable. We first propose a categorization of snake skin patterns considering their visual characteristics. We then present a procedural model capable of synthesizing a wide range of texture skin patterns from snakes. The model uses simple image processing (such as synthesizing spots and stripes) as well as cellular automata and noise generators to create realistic textures for use in a modern renderer. Our results show good visual similarity with real skin found in snakes. The resulting textures can be used not only for computer graphics texturing, but also in education about snakes and their visual characteristics. We have also performed a user study to assess the usability of our tool. The score from the System Usability Scale was 85:8, suggesting a highly effective texturing tool.
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Étude de Faisabilité d'Études Consommateurs d'Achat de Fruits et Légumes « Moches » dans un Supermarché Virtuel / Feasibility Study of Consumer Behavior Studies when Buying “Ugly” Fruits and Vegetables in a Virtual SupermarketVerhulst, Adrien 02 July 2018 (has links)
La grande distribution affiche une politique anti-gaspillage et a ainsi proposé dès 2014des Fruits et Légumes (F&Ls) « moches » [109] à la vente. Mais ces ventes sont temporaires et locales,et ont des effets peu étudiés sur le comportement des consommateurs. Nous proposons ici d'étudier si un magasin virtuel immersif (dans lequel nous contrôlons les F&Ls) peut être utilisé pour étudier le comportement des consommateurs confronté à des F&Ls « moches ». Afin d'avoir assez de F&Ls pour remplir le magasin virtuel, nous avons généré des F&Ls d'apparences variables de manière semi-procédurale comme suit :(1) nous générons le maillage avec des Cylindres Généralisés (CGs) [6] ; puis (2) gêneront les couleurs avec un système de particule.Nous avons réalisé 2 études comparatives (resp.N=142 et N=196). L'une portant sur le comportement consommateur lorsque les F&Ls sont plus ou moins anormaux (8F&Ls séparés en 4 groupes : sans déformation,légèrement déformés, déformés et fortement déformés). Ces différences n'avaient pas d'incidences sur le comportement. L'autre portait sur le comportement consommateur lorsque l'environnement est plus ou moins immersif (8 F&Ls sans déformation et 8 F&Ls déformés, séparés en 3groupes : magasin laboratoire, magasin virtuel non immersif et magasin virtuel immersif). Il existe des différences entre ces environnements sur le comportement. Enfin, nous avons étudié si la représentation virtuelle du consommateur avait un effet lors de l'achat des produits (incluant, mais ne se limitant pas aux F&Ls) nous avons donc réalisé une étude (N=29) avec 2 groupes : avatar obèse et avatar non-obèse. Il existe des différences localisées entre ces représentations sur le comportement consommateur. / The retail sector has an anti-waste policyand has therefore offered “ugly” FaVs (Fruits and Vegetables) for sale as early as 2014 [109]. But these sales remain temporary and local and have little studied effects on consumer behavior. We propose here to study if an immersive virtual store (in which we control the FaVs) can be used to study consumer behavior confronted to “ugly” FaVs To have enough “ugly” FaVs to fill the virtual store, we developed a method capable of generatings emiprocedural FaVs. To do so we: (1) generate the mesh with Generalized Cylinders (GCs) [6]; then (2) generate the colors with a particle system.We conducted 2 comparative studies (N=142 andN=196 respectively). The first study focused on consumer behavior when the FaVs are abnormal (8 FaVs separated into 4groups: no deformation, slightly deformed, deformed and strongly deformed). These differences had no impact on consumer behavior. The other study focused on consumer behavior when the environment is more or less immersive (8 FaVs without deformation and 8 FaVs with deformation, separated into 3 groups: laboratory store, non immersive virtual store and immersive virtual store).There are differences between these environments on consumer behavior. Finally, we studied if the virtual representation of the consumer had an impact during the purchase of products (including, but not limited to, FaVs). To do so we carried out a third consumer study (N=29) (2groups: obese avatar and non-obese avatar). There are very localized differences between these representations on consumer behavior.
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