29 research outputs found

    Interaction en réalité mixte appliquée à l'archéologie sous-marine

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    L intérêt porté par l archéologie à la réalité virtuelle est croissant. La réalité virtuelle est devenue un outil nécessaire pour l exploration et l étude des sites archéologiques, et plus particulièrement, les sites archéologiques sous-marins qui se révèlent parfois difficile d accès. Les études actuelles proposent des solutions en réalité virtuelle ou en réalité augmentée sous forme d environnements virtuels avec une interaction virtuelle et/ou augmentée mais aucune étude n a vraiment essayé de comparer ces deux aspects de l interaction. Nous présentons dans ce mémoire trois environnements en réalité virtuelle et un environnement en réalité augmentée où nous proposons des nouvelles méthodes d interaction. Ainsi, nous évaluons leurs fonctionnalités d un point de vue archéologique, nous étudions l influence du niveau d immersion sur les performances de l interaction et nous réalisons une comparaison entre l interaction en réalité virtuelle et en réalité augmentée.The interest in archeology virtual reality is growing. Virtual reality has become a necessary tool for exploration and study of archaeological sites, and more specifically, the underwater archaeological sites that sometimes prove difficult to access. Current studies suggest solutions in virtual reality or augmented reality in the form of virtual environments with virtual interaction and/or augmented interaction but no studies have really tried to compare these two aspects of interaction. We present in this thesis three environments in virtual reality and an environment in augmented reality when we propose new methods of interaction. Thus, we evaluate their archaeological functionality, we study the influence of level of immersion on performance of the interaction and we make a comparison between interaction in virtual reality and interaction in augmented reality.EVRY-Bib. électronique (912289901) / SudocSudocFranceF

    Electrochemical behaviour of selenite ions in tartaric electrolytes

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    In recent years, a great interest has been emerged on electrochemical preparation of semiconductor films based on selenium. Therefore, a study of electrochemical reduction of selenium could be very important. In this work, the kinetics and mechanism of the electrochemical reduction of selenite ions on the Pt cathode have been studied in the electrolyte containing selenious and tartaric acids. The study shows that electroreduction of selenite ions from tartaric electrolytes proceeds in two stages. The effect of various factors on the cathodic reduction of selenium ions has also been studied. The effective activation energy was calculated using the polarization curves of the temperature dependence of the electroreduction process of selenite ions. It was established that the process of electroreduction under investigation is proceeding by mixed kinetics, at first by concentration and then by electrochemical polarization

    The global retinoblastoma outcome study : a prospective, cluster-based analysis of 4064 patients from 149 countries

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    DATA SHARING : The study data will become available online once all analyses are complete.BACKGROUND : Retinoblastoma is the most common intraocular cancer worldwide. There is some evidence to suggest that major differences exist in treatment outcomes for children with retinoblastoma from different regions, but these differences have not been assessed on a global scale. We aimed to report 3-year outcomes for children with retinoblastoma globally and to investigate factors associated with survival. METHODS : We did a prospective cluster-based analysis of treatment-naive patients with retinoblastoma who were diagnosed between Jan 1, 2017, and Dec 31, 2017, then treated and followed up for 3 years. Patients were recruited from 260 specialised treatment centres worldwide. Data were obtained from participating centres on primary and additional treatments, duration of follow-up, metastasis, eye globe salvage, and survival outcome. We analysed time to death and time to enucleation with Cox regression models. FINDINGS : The cohort included 4064 children from 149 countries. The median age at diagnosis was 23·2 months (IQR 11·0–36·5). Extraocular tumour spread (cT4 of the cTNMH classification) at diagnosis was reported in five (0·8%) of 636 children from high-income countries, 55 (5·4%) of 1027 children from upper-middle-income countries, 342 (19·7%) of 1738 children from lower-middle-income countries, and 196 (42·9%) of 457 children from low-income countries. Enucleation surgery was available for all children and intravenous chemotherapy was available for 4014 (98·8%) of 4064 children. The 3-year survival rate was 99·5% (95% CI 98·8–100·0) for children from high-income countries, 91·2% (89·5–93·0) for children from upper-middle-income countries, 80·3% (78·3–82·3) for children from lower-middle-income countries, and 57·3% (52·1-63·0) for children from low-income countries. On analysis, independent factors for worse survival were residence in low-income countries compared to high-income countries (hazard ratio 16·67; 95% CI 4·76–50·00), cT4 advanced tumour compared to cT1 (8·98; 4·44–18·18), and older age at diagnosis in children up to 3 years (1·38 per year; 1·23–1·56). For children aged 3–7 years, the mortality risk decreased slightly (p=0·0104 for the change in slope). INTERPRETATION : This study, estimated to include approximately half of all new retinoblastoma cases worldwide in 2017, shows profound inequity in survival of children depending on the national income level of their country of residence. In high-income countries, death from retinoblastoma is rare, whereas in low-income countries estimated 3-year survival is just over 50%. Although essential treatments are available in nearly all countries, early diagnosis and treatment in low-income countries are key to improving survival outcomes.The Queen Elizabeth Diamond Jubilee Trust and the Wellcome Trust.https://www.thelancet.com/journals/langlo/homeam2023Paediatrics and Child Healt

    MODELING AND SIMULATION OF THE MATHEMATICAL MODEL OF THE HUMAN RENAL SYSTEM

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    The purpose of this study is to present a functional approach to develop a computer program using Verilog programming language. This software is used to test and validate the overall mathematical model of the renal/body fluid system developed by Uttamsingh et al (1985). This approach can be used to develop advanced algorithms to simulate a wide range of biological systems that need to be investigated without the risk of using humans as experiment subjects; also it can be used to model physiological mechanisms related to medical disorders such as diabetic, cardiac disorders and many others. The Simulation results indicated that the model and the developed software system are in agreement with the responses presented in the literature of the real physiological system within adequate confines; therefore it\u27s valid and suitable for hypothesis testing

    Interaction en Réalité Mixte appliquée à l'Archéologie Sous-Marine

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    The interest in archeology virtual reality is growing. Virtual reality has become a necessary tool for exploration and study of archaeological sites, and more specifically, the underwater archaeological sites that sometimes prove difficult to access. Current studies suggest solutions in virtual reality or augmented reality in the form of virtual environments with virtual interaction and/or augmented interaction but no studies have really tried to compare these two aspects of interaction. We present in this thesis three environments in virtual reality and an environment in augmented reality when we propose new methods of interaction. Thus, we evaluate their archaeological functionality, we study the influence of level of immersion on performance of the interaction and we make a comparison between interaction in virtual reality and interaction in augmented reality.L'intérêt porté par l'archéologie à la réalité virtuelle est croissant. La réalité virtuelle est devenue un outil nécessaire pour l'exploration et l'étude des sites archéologiques, et plus particulièrement, les sites archéologiques sous-marins qui se révèlent parfois difficile d'accès. Les études actuelles proposent des solutions en réalité virtuelle ou en réalité augmentée sous forme d'environnements virtuels avec une interaction virtuelle et/ou augmentée mais aucune étude n'a vraiment essayé de comparer ces deux aspects de l'interaction. Nous présentons dans ce mémoire trois environnements en réalité virtuelle et un environnement en réalité augmentée où nous proposons des nouvelles méthodes d'interaction. Ainsi, nous évaluons leurs fonctionnalités d'un point de vue archéologique, nous étudions l'influence du niveau d'immersion sur les performances de l'interaction et nous réalisons une comparaison entre l'interaction en réalité virtuelle et en réalité augmentée

    Interaction in mixed reality applied to underwater archeology

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    L’intérêt porté par l’archéologie à la réalité virtuelle est croissant. La réalité virtuelle est devenue un outil nécessaire pour l’exploration et l’étude des sites archéologiques, et plus particulièrement, les sites archéologiques sous-marins qui se révèlent parfois difficile d’accès. Les études actuelles proposent des solutions en réalité virtuelle ou en réalité augmentée sous forme d’environnements virtuels avec une interaction virtuelle et/ou augmentée mais aucune étude n’a vraiment essayé de comparer ces deux aspects de l’interaction. Nous présentons dans ce mémoire trois environnements en réalité virtuelle et un environnement en réalité augmentée où nous proposons des nouvelles méthodes d’interaction. Ainsi, nous évaluons leurs fonctionnalités d’un point de vue archéologique, nous étudions l’influence du niveau d’immersion sur les performances de l’interaction et nous réalisons une comparaison entre l’interaction en réalité virtuelle et en réalité augmentée.The interest in archeology virtual reality is growing. Virtual reality has become a necessary tool for exploration and study of archaeological sites, and more specifically, the underwater archaeological sites that sometimes prove difficult to access. Current studies suggest solutions in virtual reality or augmented reality in the form of virtual environments with virtual interaction and/or augmented interaction but no studies have really tried to compare these two aspects of interaction. We present in this thesis three environments in virtual reality and an environment in augmented reality when we propose new methods of interaction. Thus, we evaluate their archaeological functionality, we study the influence of level of immersion on performance of the interaction and we make a comparison between interaction in virtual reality and interaction in augmented reality

    Interaction en Réalité Mixte appliquée à l'Archéologie Sous-Marine

    No full text
    The interest in archeology virtual reality is growing. Virtual reality has become a necessary tool for exploration and study of archaeological sites, and more specifically, the underwater archaeological sites that sometimes prove difficult to access. Current studies suggest solutions in virtual reality or augmented reality in the form of virtual environments with virtual interaction and/or augmented interaction but no studies have really tried to compare these two aspects of interaction. We present in this thesis three environments in virtual reality and an environment in augmented reality when we propose new methods of interaction. Thus, we evaluate their archaeological functionality, we study the influence of level of immersion on performance of the interaction and we make a comparison between interaction in virtual reality and interaction in augmented reality.L'intérêt porté par l'archéologie à la réalité virtuelle est croissant. La réalité virtuelle est devenue un outil nécessaire pour l'exploration et l'étude des sites archéologiques, et plus particulièrement, les sites archéologiques sous-marins qui se révèlent parfois difficile d'accès. Les études actuelles proposent des solutions en réalité virtuelle ou en réalité augmentée sous forme d'environnements virtuels avec une interaction virtuelle et/ou augmentée mais aucune étude n'a vraiment essayé de comparer ces deux aspects de l'interaction. Nous présentons dans ce mémoire trois environnements en réalité virtuelle et un environnement en réalité augmentée où nous proposons des nouvelles méthodes d'interaction. Ainsi, nous évaluons leurs fonctionnalités d'un point de vue archéologique, nous étudions l'influence du niveau d'immersion sur les performances de l'interaction et nous réalisons une comparaison entre l'interaction en réalité virtuelle et en réalité augmentée

    Virtual and augmented reality for cultural computing and heritage: a case study of virtual exploration of underwater archaeological sites

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    International audienceThe paper presents different issues dealing with both the preservation of cultural heritage using Virtual Reality (VR) and Augmented Reality (AR) technologies in a cultural context. While the VR/AR technologies are mentioned, the attention is paid to the 3D visualization and 3D interaction modalities illustrated through three different demonstrators: the VR demonstrators (Immersive and semi immersive) and the AR demonstrator including tangible user interfaces. To show the benefits of the VR and AR technologies for studying and preserving cultural heritage, we investigated the visualisation and interaction with reconstructed underwater archeological sites. The base idea behind using VR and AR techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information and exploit interaction modalities. The visualisation and interaction techniques developed through these demonstrators are the results of the on-going dialogue between the archaeological requirements and the technological solutions developed

    A New Navigation Method for 3D Virtual Environment Exploration

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    International audienceNavigation in virtual environments is a complex task which imposes a high cognitive load on the user. It consists on maintaining knowledge of current position and orientation of the user while he moves through the space. In this paper, we present a novel approach for navigation in 3D virtual environments. The method is based on the principle of skiing, and the idea is to provide to the user a total control of his navigation speed and rotation using his two hands. This technique enables user-steered exploration by determining the direction and the speed of motion using the knowledge of the positions of the user hands. A module of speed control is included to the technique to easily control the speed using the angle between the hands. The direction of motion is given by the orthogonal axis of the segment joining the two hands. A user study will show the efficiency of the method in performing exploration tasks in complex 3D large-scale environments. Furthermore, we proposed an experimental protocol to prove that this technique presents a high level of navigation guidance and control, achieving significantly better performance in comparison to simple navigation techniques
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