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1
End-to-end speaker segmentation for overlap-aware resegmentation
In: Interspeech 2021 ; https://hal-univ-lemans.archives-ouvertes.fr/hal-03257524 ; Interspeech 2021, Aug 2021, Brno, Czech Republic ; https://www.interspeech2021.org/ (2021)
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2
Innovative Vineyards Environmental Monitoring System Using Deep Edge AI
In: Artificial Intelligence for Digitising Industry Applications ; https://hal.univ-reims.fr/hal-03355270 ; Artificial Intelligence for Digitising Industry Applications, River Publishers, pp.261-278, 2021, 9788770226646 ; https://www.riverpublishers.com/research_details.php?book_id=967 (2021)
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3
High-resolution speaker counting in reverberant rooms using CRNN with Ambisonics features
In: EUSIPCO 2020 - 28th European Signal Processing Conference (EUSIPCO) ; https://hal.archives-ouvertes.fr/hal-03537323 ; EUSIPCO 2020 - 28th European Signal Processing Conference (EUSIPCO), Jan 2021, Amsterdam, Netherlands. pp.71-75, ⟨10.23919/Eusipco47968.2020.9287637⟩ (2021)
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4
Tackling Morphological Analogies Using Deep Learning -- Extended Version
In: https://hal.inria.fr/hal-03425776 ; 2021 (2021)
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5
Sentiment Analysis of Arabic Documents
In: Natural Language Processing for Global and Local Business ; https://hal.archives-ouvertes.fr/hal-03124729 ; Fatih Pinarbasi; M. Nurdan Taskiran. Natural Language Processing for Global and Local Business, pp.307-331, 2021, 9781799842408. ⟨10.4018/978-1-7998-4240-8.ch013⟩ ; https://www.igi-global.com/ (2021)
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6
Recognizing lexical units in low-resource language contexts with supervised and unsupervised neural networks
In: https://hal.archives-ouvertes.fr/hal-03429051 ; [Research Report] LACITO (UMR 7107). 2021 (2021)
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7
What does the Canary Say? Low-Dimensional GAN Applied to Birdsong
In: https://hal.inria.fr/hal-03244723 ; 2021 (2021)
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8
What does the Canary Say? Low-Dimensional GAN Applied to Birdsong
In: https://hal.inria.fr/hal-03244723 ; 2021 (2021)
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9
Artificial Text Detection via Examining the Topology of Attention Maps
In: ACL Anthology ; Empirical Methods in Natural Language Processing ; https://hal.archives-ouvertes.fr/hal-03456191 ; Empirical Methods in Natural Language Processing, ACL (Association for Computational Linguistics), Nov 2021, Punta Cana, Dominican Republic (2021)
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10
A Neural Few-Shot Text Classification Reality Check
In: Proceedings of the 16th Conference of the European Chapter of the Association for Computational Linguistics: Main Volume ; 16th Conference of the European Chapter of the Association for Computational Linguistics ; https://hal-ujm.archives-ouvertes.fr/ujm-03267869 ; 16th Conference of the European Chapter of the Association for Computational Linguistics, Apr 2021, Kyiv (virtual), Ukraine (2021)
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11
A Therapeutic Relational Agent for Reducing Problematic Substance Use (Woebot): Development and Usability Study.
In: Journal of medical Internet research, vol 23, iss 3 (2021)
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12
Multimodal Coarticulation Modeling : Towards the animation of an intelligible talking head ; Modélisation de la coarticulation multimodale : vers l'animation d'une tête parlante intelligible
Biasutto-Lervat, Théo. - : HAL CCSD, 2021
In: https://hal.univ-lorraine.fr/tel-03203815 ; Intelligence artificielle [cs.AI]. Université de Lorraine, 2021. Français. ⟨NNT : 2021LORR0019⟩ (2021)
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13
Which Hype for my New Task? Hints and Random Search for Reservoir Computing Hyperparameters
In: ICANN 2021 - 30th International Conference on Artificial Neural Networks ; https://hal.inria.fr/hal-03203318 ; ICANN 2021 - 30th International Conference on Artificial Neural Networks, Sep 2021, Bratislava, Slovakia (2021)
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14
Canary Song Decoder: Transduction and Implicit Segmentation with ESNs and LTSMs
In: https://hal.inria.fr/hal-03203374 ; 2021 (2021)
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15
Which Hype for my New Task? Hints and Random Search for Reservoir Computing Hyperparameters
In: https://hal.inria.fr/hal-03203318 ; 2021 (2021)
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16
Canary Song Decoder: Transduction and Implicit Segmentation with ESNs and LTSMs
In: ICANN 2021 - 30th International Conference on Artificial Neural Networks ; https://hal.inria.fr/hal-03203374 ; ICANN 2021 - 30th International Conference on Artificial Neural Networks, Sep 2021, Bratislava, Slovakia. pp.71--82, ⟨10.1007/978-3-030-86383-8_6⟩ ; https://link.springer.com/chapter/10.1007/978-3-030-86383-8_6 (2021)
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17
Les lapins magiciens
In: https://hal.inria.fr/hal-02414345 ; 2021 (2021)
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18
On the use of Self-supervised Pre-trained Acoustic and Linguistic Features for Continuous Speech Emotion Recognition
In: IEEE Spoken Language Technology Workshop ; https://hal.archives-ouvertes.fr/hal-03003469 ; IEEE Spoken Language Technology Workshop, Jan 2021, Virtual, China (2021)
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19
Hierarchical-Task Reservoir for Online Semantic Analysis from Continuous Speech
In: ISSN: 2162-237X ; IEEE Transactions on Neural Networks and Learning Systems ; https://hal.inria.fr/hal-03031413 ; IEEE Transactions on Neural Networks and Learning Systems, IEEE, 2021, ⟨10.1109/TNNLS.2021.3095140⟩ ; https://ieeexplore.ieee.org/abstract/document/9548713/metrics#metrics (2021)
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20
3D Serious Game Modeling and Design: Contributions to Language Learning ; Modélisation et Conception de jeu sérieux tridimensionnel : Contributions à l’apprentissage des langues
Tazouti, Yassine. - : HAL CCSD, 2021
In: https://hal.archives-ouvertes.fr/tel-03315793 ; Environnements Informatiques pour l'Apprentissage Humain. Université Ibn Tofail, Kénitra (Maroc), 2021. Français (2021)
Abstract: Serious games have become increasingly important as education and training tools. Virtual Reality and three-dimensional graphics technologies have led to apply of Serious Games in a wider range of applications, serve as a new and promising alternative experience for knowledge transfer. Allowing players of different cultures to inhabit the same virtual world, by pass geographic and cultural boundaries. These 3D game worlds require the use of the basic principles of spatial awareness and real-world movement in a virtual representation of the real world. Given the hybrid nature of serious games (playful and serious property), balancing these two contradictory elements without affecting the immersive properties during the design is a complex, expensive and time-consuming task, involving teams from different backgrounds, who often do not share common work processes. Therefore, the objective of this thesis is to support the design and development of virtual reality serious games by producing a new type of immersive learning tool applied to the Amazigh language. In the first part of this thesis, a theoretical analysis is performed to determine the most relevant serious game design methods. We conducted a review of adaptation and development techniques.The second part of this thesis presents the general framework of the ImALeG project and the model used for the development with a systematic and detailed representation describing the usefulness of each element for ImALeG game. The immersion felt by the player involves the presence of non-playable characters (NPCs) with believable behaviors. This credibility is achieved through artificial intelligence techniques such as heuristic algorithms. We have designed a player / learner tracking system that allows administrators to have a full view of each user’s learning progress. To validate our approach we studied the engagement, immersion and learning degree through series of trials using two ImALeG game prototypes. We discuss the ability of each game scenario to create immersive and interactive Amazigh language learning experiences and compare it with a classical learning method. This discussion made it possible to identify guidelines for adapting ImALeG to increase the degree of immersion without influencing the skills transmission. ; Les jeux sérieux gagnent de plus en plus d’importance en tant qu’outils d’éducation et de formation. Les nouveaux outils de réalité virtuelle et des consoles de jeux, ont conduit à l’utilisation des jeux sérieux dans plusieurs champs d’applications, servant comme une expérience alternative nouvelle et prometteuse au transfert des connaissances. Ils permettent aux joueurs de différentes cultures d’habiter le même monde virtuel, en contournant les frontières géographiques. Ces mondes de jeu 3D permet au joueur d’utiliser les principes de base de la conscience spatiale dans des représentations virtuelles tridimensionnelles du monde réel. Le fait d’équilibrer les éléments ludiques et sérieux d’un jeu sérieux sans affecter les propriétés immersives, apporte des préoccupations techniques et conceptuelles, impliquant des équipes d’horizons différents, qui souvent ne partagent pas des processus de travail commun. L’objectif de cette thèse est d’améliorer l’interaction visuelle des jeux sérieux de réalité virtuelle en produisant un nouveau type d’outils d’apprentissage multiplate-forme immersif appliqué à la langue Amazighe. Nous avons effectué une étude théorique pour déterminer les méthodes de conception des jeux sérieux tridimensionnels avec un examen profond sur les techniques d’adaptation et de développement les plus pertinents. La partie majeure de cette thèse présente le cadre général du projet ImALeG (Immersive Learning Game) et le modèle utilisé pour le développement avec une représentation systématique et détaillée décrivant l’utilité de chaque élément qui contribue à la réalisation du projet. L’immersion ressentie par le joueur implique la présence des personnages non jouables (PNJ) ayant des comportements crédibles proche du réel. Cette crédibilité est obtenue à travers des techniques d’intelligence artificielle tel que les algorithmes de recherche heuristiques. Pour permettre aux administrateurs du système d’avoir une vision globale sur l’évolution d’apprentissage de chaque utilisateur, nous avons conçu un système de collecte des données des joueurs/apprenants. Ce système nous a permis aussi d’évaluer l’impact de notre solution en mesurant le degré d’engagement, d’immersion et d’apprentissage auprès des joueurs/apprenants à travers deux prototypes de jeu ImALeG. Nous discutons par la suite le potentiel des scénarios d’apprentissage immersif et interactif et le comparons avec l’apprentissage classique. Cette discussion a permis de dégager des directives d’adaptation d’ImALeG pour augmenter l’immersion et l’engagement sans influencer les compétences à transmettre.
Keyword: 3D learning environement; 3D serious game; [INFO.EIAH]Computer Science [cs]/Technology for Human Learning; [INFO.INFO-CL]Computer Science [cs]/Computation and Language [cs.CL]; [INFO.INFO-ET]Computer Science [cs]/Emerging Technologies [cs.ET]; [INFO.INFO-GT]Computer Science [cs]/Computer Science and Game Theory [cs.GT]; [INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]; [INFO.INFO-MM]Computer Science [cs]/Multimedia [cs.MM]; [INFO.INFO-SE]Computer Science [cs]/Software Engineering [cs.SE]; ACM: D.: Software/D.2: SOFTWARE ENGINEERING/D.2.10: Design; ACM: D.: Software/D.2: SOFTWARE ENGINEERING/D.2.11: Software Architectures; ACM: I.: Computing Methodologies/I.2: ARTIFICIAL INTELLIGENCE/I.2.6: Learning/I.2.6.4: Knowledge acquisition; ACM: I.: Computing Methodologies/I.2: ARTIFICIAL INTELLIGENCE/I.2.6: Learning/I.2.6.5: Language acquisition; ACM: I.: Computing Methodologies/I.2: ARTIFICIAL INTELLIGENCE/I.2.6: Learning/I.2.6.6: Parameter learning; ACM: I.: Computing Methodologies/I.3: COMPUTER GRAPHICS/I.3.6: Methodology and Techniques; ACM: I.: Computing Methodologies/I.3: COMPUTER GRAPHICS/I.3.7: Three-Dimensional Graphics and Realism; ACM: I.: Computing Methodologies/I.4: IMAGE PROCESSING AND COMPUTER VISION/I.4.10: Image Representation; ACM: K.: Computing Milieux/K.3: COMPUTERS AND EDUCATION/K.3.1: Computer Uses in Education; ACM: K.: Computing Milieux/K.3: COMPUTERS AND EDUCATION/K.3.2: Computer and Information Science Education; Environnement d’apprentissage 3D; Environnement immersive 3D; Immersive 3D environement; Jeu sérieux 3D; Monde virtuel; Réalité virtuelle; virtual reality; virtual worlds
URL: https://hal.archives-ouvertes.fr/tel-03315793/file/These_tazouti%20%2883%29.pdf
https://hal.archives-ouvertes.fr/tel-03315793
https://hal.archives-ouvertes.fr/tel-03315793/document
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