Concevoir Et Animer Pour L'acceptation De Robots

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Concevoir Et Animer Pour L'acceptation De Robots Concevoir et animer pour l’acceptation de robots zoomorphiques Adrien Gomez To cite this version: Adrien Gomez. Concevoir et animer pour l’acceptation de robots zoomorphiques. Art et histoire de l’art. Université Toulouse le Mirail - Toulouse II, 2018. Français. NNT : 2018TOU20048. tel- 02466318 HAL Id: tel-02466318 https://tel.archives-ouvertes.fr/tel-02466318 Submitted on 4 Feb 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Délivré par Université Toulouse – Jean Jaurès Adrien Gomez Le 30 Août 2018 Concevoir et Animer pour l’Acceptation de Robots Zoomorphiques École doctorale et discipline ou spécialité ED ALLPH@: Études audiovisuelles Unité de recherche LARA (Université Toulouse Jean Jaurès) – LIRMM (Université Montpellier) Directeur(s) de Thèse M. Gilles METHEL M. René Zapata Co-encadrant de Thèse M. Sébastien Druon Jury Chu-Yin Chen, Professeure, université Paris 8 Sylvie Lelandais, Professeure, Université Evry-Val d’Essonnes Gilles Methel, Professeur, Université Toulouse2-Jean Jaurès René Zapata, Professeur, LIRMM Montpellier Sébastien Druon, Maître de Conférences, LIRMM Béziers Claire Châtelet, Maître de Conférences, université Montpellier 3 2 Université Toulouse 2-Jean Jaurès ED ALLPH@ THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ Spécialité Études audiovisuelles Concevoir et Animer pour l’Acceptation de Robots Zoomorphiques Gomez Adrien Présentée et soutenue publiquement Le 30 Août 2018 Directeurs de Recherche METHEL Gilles, Professeur ZAPATA René, Professeur Co-Encadrant DRUON Sébastien, Maître de Conférences JURY Chu-Yin Chen, Professeure, université Paris 8 Sylvie Lelandais, Professeure, Université Evry-Val d’Essonnes Gilles Methel, Professeur, Université Toulouse2-Jean Jaurès René Zapata, Professeur, LIRMM Montpellier Sébastien Druon, Maître de Conférences, LIRMM Béziers Claire Châtelet, Maître de Conférences, université Montpellier 3 4 D:\Thèse\These_Final\05_remerciements.docx 5 TABLE DES MATIERES 6 TABLE DES MATIERES ................................................................... 5 TABLE DES ILLUSTRATIONS ....................................................... 10 INTRODUCTION .......................................................................... 20 1. QU'EST-CE QU'UN ROBOT ? ..................................................... 26 1.1.1 DEFINITION .................................................................... 28 1.1.2 LES ORIGINES .................................................................. 32 1.2 LE CAS PARTICULIER DU ROBOT AU CINEMA .............................. 40 1.2.1. Humains dans un costume ............................................40 1.2.2. L’Animatronique ..........................................................61 1.2.3. Stop Motion ................................................................66 1.2.4. Image de synthèse ......................................................67 1.2.5. Combinaison Image de synthèse acteur .........................70 2. L’ACCEPTATION DES ROBOTS ................................................ 74 2.1. DEFINITIONS ..................................................................... 75 2.2. POURQUOI DOIT-ON TRAVAILLER SUR L’ACCEPTATION DES ROBOTS ?76 2.2.1. L’aspect culturel .......................................................78 2.2.2. L’aspect social ..........................................................80 2.2.3. L’aspect économique .................................................82 2.3. ETAT DE L’ART ................................................................... 84 2.3.1. L'apparence .............................................................84 2.4. Le Mouvement et le comportement .............................96 3. R.HEX .................................................................................. 114 3.1. LE PROJET ROBOT HEXAPODE, R.HEX .................................. 115 3.1.1. Né d’un tremblement ................................................. 115 3.1.2. Les missions ............................................................. 120 3.1.2. Les objectifs ........................................................... 121 3.1.3. La réception de RHEX .............................................. 122 3.2. VIRTUALISATION R.HEX OU COMMENT FAIRE RENTRER UN ROBOT D'UN METRE VINGT D'ENVERGURE DANS UN CASQUE DE REALITE VIRTUELLE ! 123 3.2.1. Imports/Exports ........................................................ 125 3.2.2. Retopologie et Modélisation ...................................... 126 7 3.2.3. Hiérarchisation ....................................................... 130 3.2.4. Rigging .................................................................. 131 3.3. ANIMATIONS DE R.HEX .................................................... 133 3.3.1. Repos ...................................................................... 133 3.3.2. En marche ............................................................. 137 3.3.3. Des animations supplémentaires ............................... 141 3.4. LES MOUVEMENTS COTE ROBOTIQUE ..................................... 145 3.5 LES SONS DE R.HEX ..................................................................... 153 3.5. IMPORT UNREAL ENGINE ................................................... 154 4. CREATION DES ENVIRONNEMENTS EN REALITE VIRTUELLE . 157 4.1. QU’EST-CE QUE LA REALITE VIRTUELLE ? .............................. 158 4.2. LES ENVIRONNEMENTS EN REALITE VIRTUELLE DE R.HEX ........ 161 4.2.1. L’Atelier ................................................................. 164 4.2.2. Le showroom .......................................................... 168 4.2.3. Le jardin ................................................................ 170 4.3. LE PROCESSUS DE CREATION .............................................. 172 4.3.1. Recherche de références .......................................... 172 4.3.2. Création d’assets .................................................... 174 4.3.3. Mise en scène et abandon du montage ...................... 212 4.3.4. Lumière, ciel et post production ................................ 214 5. ENQUETE .............................................................................. 218 5.1. INTRODUCTION A L’ENQUETE .............................................. 219 5.2. OBJECTIFS ...................................................................... 219 5.2.1. Réalité Virtuelle ......................................................... 219 5.2.2. Acceptation .............................................................. 222 5.3. PROTOCOLE ..................................................................... 224 5.3.1 Présentation .............................................................. 224 5.3.2. Expériences .............................................................. 225 5.3.3. Le questionnaire ........................................................ 234 5.4. DEROULE ........................................................................ 239 5.4.1. Com ........................................................................ 239 5.4.2. Mise en place. ........................................................... 242 5.5. RESULTATS BRUTS ............................................................ 244 5.5.1. Données Démographiques .......................................... 244 5.5.2. Vos habitudes ........................................................... 246 8 5.5.3. R.HEX ...................................................................... 251 5.5.4. Environnements en Réalité Virtuelle ............................. 261 5.6. RESULTATS CROISES ......................................................... 270 5.6.1. Résultats croisés sur « Avez-vous déjà eu l'occasion d’interagir avec un vrai robot ? » .............................................................. 270 5.6.2. Résultats croisés sur « Aviez-vous déjà entendu parler de R.HEX ? » ................................................................................. 274 5.6.3. Résultats croisés sur « Quand avez remarqué la présence de RHEX dans la salle ? » ............................................................... 279 5.6.4. Résultats croisés sur « Avez-vous déjà eu l'occasion d'utiliser des casques de réalité virtuelle ? » .......................................... 283 5.6.5 Résultats croisés sur « Dans quel environnement s'est déroulé votre expérience ? » ................................................................. 287 5.7. ANALYSES CORPORELLES .................................................... 294 5.7.1 Timide ...................................................................... 295 5.7.2. Sensible ................................................................... 298 5.7.3. Curieux .................................................................... 298 5.7.4. Marcheur .................................................................. 305 5.7.5. Flâneur .................................................................... 305 5.8. BILAN ............................................................................ 306 CONCLUSION ...........................................................................
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