141 research outputs found

    Study of the interaction with a virtual 3D environment displayed on a smartphone

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    Les environnements virtuels à 3D (EV 3D) sont de plus en plus utilisés dans différentes applications telles que la CAO, les jeux ou la téléopération. L'évolution des performances matérielles des Smartphones a conduit à l'introduction des applications 3D sur les appareils mobiles. En outre, les Smartphones offrent de nouvelles capacités bien au-delà de la communication vocale traditionnelle qui sont consentis par l'intégrité d'une grande variété de capteurs et par la connectivité via Internet. En conséquence, plusieurs intéressantes applications 3D peuvent être conçues en permettant aux capacités de l'appareil d'interagir dans un EV 3D. Sachant que les Smartphones ont de petits et aplatis écrans et que EV 3D est large, dense et contenant un grand nombre de cibles de tailles différentes, les appareils mobiles présentent certaines contraintes d'interaction dans l'EV 3D comme : la densité de l'environnement, la profondeur de cibles et l'occlusion. La tâche de sélection fait face à ces trois problèmes pour sélectionner une cible. De plus, la tâche de sélection peut être décomposée en trois sous-tâches : la Navigation, le Pointage et la Validation. En conséquence, les chercheurs dans un environnement virtuel 3D ont développé de nouvelles techniques et métaphores pour l'interaction en 3D afin d'améliorer l'utilisation des applications 3D sur les appareils mobiles, de maintenir la tâche de sélection et de faire face aux problèmes ou facteurs affectant la performance de sélection. En tenant compte de ces considérations, cette thèse expose un état de l'art des techniques de sélection existantes dans un EV 3D et des techniques de sélection sur Smartphone. Il expose les techniques de sélection dans un EV 3D structurées autour des trois sous-tâches de sélection: navigation, pointage et validation. En outre, il décrit les techniques de désambiguïsation permettant de sélectionner une cible parmi un ensemble d'objets présélectionnés. Ultérieurement, il expose certaines techniques d'interaction décrites dans la littérature et conçues pour être implémenter sur un Smartphone. Ces techniques sont divisées en deux groupes : techniques effectuant des tâches de sélection bidimensionnelle sur un Smartphone et techniques exécutant des tâches de sélection tridimensionnelle sur un Smartphone. Enfin, nous exposons les techniques qui utilisaient le Smartphone comme un périphérique de saisie. Ensuite, nous discuterons la problématique de sélection dans un EV 3D affichée sur un Smartphone. Il expose les trois problèmes identifiés de sélection : la densité de l'environnement, la profondeur des cibles et l'occlusion. Ensuite, il établit l'amélioration offerte par chaque technique existante pour la résolution des problèmes de sélection. Il analyse les atouts proposés par les différentes techniques, la manière dont ils éliminent les problèmes, leurs avantages et leurs inconvénients. En outre, il illustre la classification des techniques de sélection pour un EV 3D en fonction des trois problèmes discutés (densité, profondeur et occlusion) affectant les performances de sélection dans un environnement dense à 3D. Hormis pour les jeux vidéo, l'utilisation d'environnement virtuel 3D sur Smartphone n'est pas encore démocratisée. Ceci est dû au manque de techniques d'interaction proposées pour interagir avec un dense EV 3D composé de nombreux objets proches les uns des autres et affichés sur un petit écran aplati et les problèmes de sélection pour afficher l' EV 3D sur un petit écran plutôt sur un grand écran. En conséquence, cette thèse se concentre sur la proposition et la description du fruit de cette étude : la technique d'interaction DichotoZoom. Elle compare et évalue la technique proposée à la technique de circulation suggérée par la littérature. L'analyse comparative montre l'efficacité de la technique DichotoZoom par rapport à sa contrepartie. Ensuite, DichotoZoom a été évalué selon les différentes modalités d'interaction disponibles sur les Smartphones. Cette évaluation montre la performance de la technique de sélection proposée basée sur les quatre modalités d'interaction suivantes : utilisation de boutons physiques ou sous forme de composants graphiques, utilisation d'interactions gestuelles via l'écran tactile ou le déplacement de l'appareil lui-même. Enfin, cette thèse énumère nos contributions dans le domaine des techniques d'interaction 3D utilisées dans un environnement virtuel 3D dense affiché sur de petits écrans et propose des travaux futurs.3D Virtual Environments (3D VE) are more and more used in different applications such as CAD, games, or teleoperation. Due to the improvement of smartphones hardware performance, 3D applications were also introduced to mobile devices. In addition, smartphones provide new computing capabilities far beyond the traditional voice communication. They are permitted by the variety of built-in sensors and the internet connectivity. In consequence, interesting 3D applications can be designed by enabling the device capabilities to interact in a 3D VE. Due to the fact that smartphones have small and flat screens and that a 3D VE is wide and dense with a large number of targets of various sizes, mobile devices present some constraints in interacting on the 3D VE like: the environment density, the depth of targets and the occlusion. The selection task faces these three problems to select a target. In addition, the selection task can be decomposed into three subtasks: Navigation, Pointing and Validation. In consequence, researchers in 3D virtual environment have developed new techniques and metaphors for 3D interaction to improve 3D application usability on mobile devices, to support the selection task and to face the problems or factors affecting selection performance. In light of these considerations, this thesis exposes a state of the art of the existing selection techniques in 3D VE and the selection techniques on smartphones. It exposes the selection techniques in 3D VE structured around the selection subtasks: navigation, pointing and validation. Moreover, it describes disambiguation techniques providing the selection of a target from a set of pre-selected objects. Afterward, it exposes some interaction techniques described in literature and designed for implementation on Smartphone. These techniques are divided into two groups: techniques performing two-dimensional selection tasks on smartphones, and techniques performing three-dimensional selection tasks on smartphones. Finally, we expose techniques that used the smartphone as an input device. Then, we will discuss the problematic of selecting in 3D VE displayed on a Smartphone. It exposes the three identified selection problems: the environment density, the depth of targets and the occlusion. Afterward, it establishes the enhancement offered by each existing technique in solving the selection problems. It analysis the assets proposed by different techniques, the way they eliminates the problems, their advantages and their inconvenient. Furthermore, it illustrates the classification of the selection techniques for 3D VE according to the three discussed problems (density, depth and occlusion) affecting the selection performance in a dense 3D VE. Except for video games, the use of 3D virtual environment (3D VE) on Smartphone has not yet been popularized. This is due to the lack of interaction techniques to interact with a dense 3D VE composed of many objects close to each other and displayed on a small and flat screen and the selection problems to display the 3D VE on a small screen rather on a large screen. Accordingly, this thesis focuses on defining and describing the fruit of this study: DichotoZoom interaction technique. It compares and evaluates the proposed technique to the Circulation technique, suggested by the literature. The comparative analysis shows the effectiveness of DichotoZoom technique compared to its counterpart. Then, DichotoZoom was evaluated in different modalities of interaction available on Smartphones. It reports on the performance of the proposed selection technique based on the following four interaction modalities: using physical buttons, using graphical buttons, using gestural interactions via touchscreen or moving the device itself. Finally, this thesis lists our contributions to the field of 3D interaction techniques used in a dense 3D virtual environment displayed on small screens and proposes some future works

    Who are you?

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    On August 4, 2020, Lebanon witnessed a second Hiroshima-like explosion of 2,750 tons of ammonium nitrate. It killed and injured thousands of people, destroying most of Beirut. Compounding Lebanon’s misery, the coronavirus has taken its toll, as in the rest of the world, with thousands of deaths. There are no more vacant hospital beds and not enough medical supplies. For the last two years, Lebanon has been experiencing economic and political instability. The country is badly in debt and the banks have gone bankrupt and confiscated people’s life savings. The Lebanese Lira is pegged to the dollar and two years ago, every dollar was worth 1500 Lebanese Lira; recently, it reached 15000 Lebanese Lira. Half of the population is suffering from poverty and the price of basic food supplies is the highest in the MENA region. The government has resigned but the politicians cannot decide on who to form a new government. Domestic violence has been on the rise because of patriarchy but spouses are mainly fighting over insufficient salaries. Many Lebanese are immigrating, in search of a better living. The poet is dismayed at all this suffering and she resorted to sublimating her anger into writing fiction, memoirs and poetry, playing the piano, singing and drawing. She attended a drawing lesson online. The teacher showed the students how to draw a certain image of a woman. However, the woman who the poet actually drew turned out totally different. When she showed it to her friends, everybody was wondering who it was. So, she was inspired to write a poem answering their questions

    El Saadawi Does Not Orientalize the Other in \u3cem\u3eWoman at Point Zero\u3c/em\u3e

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    El Saadawi’s work in translation has been widely read in the West. On the one hand, she has been criticized for writing for the West, and many Arab critics argue that El Saadawi is famous in the West not because she “champions women’s rights, but because she tells western readers what they want to hear” (Amireh, 1996). In addition, when Woman at Point Zero is taught in the Western classroom, some students, reviewers, and critics tend at times to read the novel as a window “onto a timeless Islam instead of as [a] literary [work] governed by certain conventions and produced within specific historical contexts” (Amireh, 2000). Recently, Drosihn (2014) has claimed that in Woman at Point Zero El Saadawi “is implicated in Western discourses seen in her reproduction of Orientalist stereotyping feeding into Western tendencies of simultaneously superiority and fear of the Middle East and especially Islam.” Referring to Said’s theory of Orientalism, I contend that El Saadawi does not orientalize the Other in her novel Woman at Point Zero. She occupies a space in-between in which she at times employs stereotypes but at other times challenges them. Also, using the theory of intersectionality, I argue that Arab women suffer from multiple jeopardy

    Our Fluttering Stranger

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    Currently, Lebanon is undergoing dire economic and political crises, in addition to, the August 4, 2020, Port explosion, and the worldwide Corona Virus pandemic. The country is badly in debt and a third of its population is suffering from extreme poverty. More specifically, in the past year, the country has been suffering from a shortage of fuel. To express her anger at the high rate of pollution, the narrator wrote a poem describing how the Lebanese have been living in the dark because the government can no longer supply electricity. All citizens are obliged to pay another bill for private generators. The narrator was inspired by Coleridge\u27s poem Frost at Midnight, in which the soot, the fluttering stranger, is romantically described coming out of the fireplace; for Coleridge soot is a symbol of domestic tranquility, companionship, and deep thought. The narrator creates her version of Lebanese soot in Our Fluttering Stranger

    The Chronotope of the House and Feminist Matrilinealism in Nada Awar Jarrar’s Somewhere, Home

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    This paper studies feminist matrilinealism in Nada Awar Jarrar’s novel Somewhere Home. In this novel the author builds her stories around a house which was inhabited by several generations of female ancestors. Tess Cosslett claims that the Bakhtinian concept of the chronotope in matrilineal narratives influences the space and time structures of women’s writing whereby women communicate along two time frames simultaneously: a synchronic, horizontal plane and a diachronic, vertical axis. The synchronic plane refers to the way in which women from different generations unite and bond whereas the diachronic plane goes backward and forward in time. Employing Bakhtinian notion of the chronotope and Tess Cosslett’s two time frames model of feminist matrilineage, this study argues that the chronotope of the house in Somewhere, Home plays a major role in displaying matrilineage and this house clearly manifests the synchronic and diachronic planes: those of female bonding, feminist recovery, and feminist progress

    Syrine Hout. Post-war Anglophone Lebanese Fiction: Home Matters in the Diaspora.

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    Writing the Body as subversion in Alexandra Chreiteh’s Always Coca-Cola

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    Women in Always Coca-Cola are oppressed by multiple intersectional forces of oppression, such as patriarchy, the male gaze, colonialism, and the beauty myth. Although some women in the novella are caught in a state in between rebellion and conformism, Always Coca-Cola largely subverts patriarchy. By the end of the novella, the female protagonist is able to break free from some of her chains of oppression. Through a close textual analysis, this paper draws on many theories such as the “male gaze,” Hélène Cixous’s “writing the body,” and Naomi Wolf’s “the beauty myth” to argue that Alexandra Chreiteh’s Always Coca-Cola attempts to subvert the male and colonial gaze, the beauty myth, and heteronormativity through writing the body

    Capteur à fibre optique basé sur le principe de Résonance de Plasmons de Surface : optimisation pour la détection d'espèces chimiques

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    Surface plasmon resonance (SPR) has been effectively used in the last years for creating highly sensitive sensors required in various fields such as health, security, and environment. The aim of this work is to investigate sensors based on SPR. They are very attractive due to their advantages such as high accuracy and real time monitoring. The novelty of this work is the use of optical fibers to build SPR sensors and than adding new features such as device miniaturizing and remote control of the measurements.The manuscript starts with a review of the theoretical treatment of surface plasmons. It continues with the presentation of the experimental set-up and details the process used for sensors manufacturing. It follows the experimental characterization of the SPR response for the obtained sensors. In particular, we have analyzed the effect of the ultra-thin metal film, of the fiber properties and the monolayer of thiols on the sensor sensitivity. The last section is dedicated to the numerical modelling of the sensor's response for both absorbing and non-absorbing media. This numerical study evaluates the effects of several other parameters on the sensor reponse, such as the effect of the thiol monolayer's refractive index on the SPR or kinetic studies of the absorbed organic materials (mass detection). From these numerical simulations, we demonstrate that the SPR theoretical curves agree well with experiments. The direct comparison between numerical and experimental results is used to optimize the physical parameters for the metal film and optical fiber characteristics.Ce travail de thèse s'inscrit dans la recherche et le développement de capteurs chimiques. Il est motivé par un besoin toujours croissant d'outils de détection dans des domaines aussi variés que la santé, la sécurité et l'environnement. Nous présentons l'étude de capteurs basés sur le principe de résonance plasmons de surface - SPR. L'intérêt de ce type de capteurs est principalement lié à leur grande sensibilité, leur réponse rapide en temps réel et leur grande précision sans l'utilisation de marqueurs. L'originalité de notre approche est l'utilisation de fibres optiques. Celles-ci offrent de nouveaux attraits tels la simplification de l'instrumentation et sa miniaturisation. Dans une première partie, nous présentons une revue théorique sur les plasmons de surface à l'interface métal – diélectrique. Nous présentons ensuite une étude expérimentale en deux parties : la première décrit la réalisation et la caractérisation des capteurs SPR à fibre optique, la seconde présente l'analyse de la réponse SPR des transducteurs ainsi réalisés. En particulier nous avons caractérisé par des études systématiques l'influence de paramètres physiques importants liés au métal, à la fibre optique et au traitement de surface de la partie sensible par le greffage d'une couche de thiols.Enfin, nous proposons une étude numérique simulant la réponse du capteur en fonction de différents stimuli. Ce modèle, basée sur le calcul de la réflectance de la lumière à l'interface d'un ensemble multicouches nous a permis de valider l'étude expérimentale et d'étendre les recherches en prenant en compte différent type de molécules cibles. En particulier, nous présentons des résultats sur des molécules absorbants ou non absorbants, greffées ou non à la surface du transducteur. Une comparaison entre résultats expérimentaux et simulations numériques valide l'ensemble du travail et nous permet finalement de proposer une configuration optimisée du capteur, en fonction de la nature de la couche métallique et de la fibre optique, ainsi que des molécules cibles à détecter
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