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See detailGalloping data base on single and bundle conductors prediction of maximum amplitudes
Lilien, Jean-Louis ULiege; Havard, Dave

in IEEE Transactions on Power Delivery (2000), 15(N°2), 670-674

A data base of 166 cases has been analysed to produced formula to predict galloping amplitudes on power lines either for single conductor of bundle conductor lines.Calculation enhanced the prediction for ... [more ▼]

A data base of 166 cases has been analysed to produced formula to predict galloping amplitudes on power lines either for single conductor of bundle conductor lines.Calculation enhanced the prediction for single conductors but predict larger amplitudes for bundle. [less ▲]

Detailed reference viewed: 61 (1 ULiège)
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See detailGalloping of electrical lines in wind tunnel facilities
Chabart, Olivier; Lilien, Jean-Louis ULiege

in Journal of Wind Engineering & Industrial Aerodynamics (1998), 74-76

Galloping on power lines is a difficult matter. In this paper a galloping has been reproduced in a wind tunnel on a section of an actual conductor with actual ice shape. Aerodynamics is first detailed ... [more ▼]

Galloping on power lines is a difficult matter. In this paper a galloping has been reproduced in a wind tunnel on a section of an actual conductor with actual ice shape. Aerodynamics is first detailed. Then flutter type and Den Hartod type galloping has been obtained in the wind tunnel depending on changeable ratio vertical to torsional frequencies. [less ▲]

Detailed reference viewed: 38 (0 ULiège)
See detailGALOCAD : GALileo LOcal Component for nowcasting and forecasting Atmospheric Disturbances
Warnant, René ULiege; Kutiev, Ivan; Jodogne, Jean-Claude et al

Conference (2006)

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See detailGALOCAD User interface
Warnant, René ULiege; Wautelet, Gilles ULiege

Report (2008)

Detailed reference viewed: 32 (5 ULiège)
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See detailLe galop des conducteurs. Etat de l'art.
Lilien, Jean-Louis ULiege

in Electra (2007), 232

Power line galloping is a large vibration (up to the sag) at very low frequency (fraction of Hz) occuring on power line spans under heavy wind and cold temperature, with ice/snow deposit. Galloping is due ... [more ▼]

Power line galloping is a large vibration (up to the sag) at very low frequency (fraction of Hz) occuring on power line spans under heavy wind and cold temperature, with ice/snow deposit. Galloping is due to aerodynamic or aeroelastic instability. It may cause dramatic damages on conductor, hardware and towers. [less ▲]

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See detailLe game design en amateur : Ni convergent ni divergent
Hurel, Pierre-Yves ULiege

Conference (2016, May 18)

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See detailLe game design en amateur en tant que pratique ludique
Hurel, Pierre-Yves ULiege

Conference (2016, January 27)

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See detailThe game for urban regeneration?
Dethier, Perrine ULiege

Scientific conference (2015, May 21)

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See detailGame over : mathématiques et jeux vidéos
Rigo, Michel ULiege

Learning material (2011)

Le but de cet exposé est de présenter, à travers plusieurs exemples simples, des outils mathématiques utilisés dans la conception de jeux vidéos (par exemple : projections, produits scalaire et vectoriel ... [more ▼]

Le but de cet exposé est de présenter, à travers plusieurs exemples simples, des outils mathématiques utilisés dans la conception de jeux vidéos (par exemple : projections, produits scalaire et vectoriel, calcul matriciel pour l'animation en 3D, fonctions et fractales pour la création de textures procédurales et de matériaux, etc.). Les exemples seront choisis en fonction des connaissances préalables du public (analyse, algèbre, géométrie) et permettront de mettre en évidence l'utilité en infographie des concepts vus au cours de mathématiques. [less ▲]

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See detailGame over! Wildlife collapse in northern Central African Republic
Bouché, Philippe ULiege; Nzapa Mbeti Mange, Roland; Tankalet, Floride et al

in Environmental Monitoring & Assessment (2012), 184(11), 7001-7011

The wildlife populations of northern Central African Republic (CAR) have long suffered intense uncontrolled hunting. Socio-political turmoil in northern CAR that started in 2002 resulted in a rebellion in ... [more ▼]

The wildlife populations of northern Central African Republic (CAR) have long suffered intense uncontrolled hunting. Socio-political turmoil in northern CAR that started in 2002 resulted in a rebellion in 2006. An aerial sample count was carried out in northern CAR after the cease-fire to assess the impact of this troubled period on wildlife. The survey was flown at the end of the dry season in February-March 2010. It covered a landscape complex of 95 000 km² comprising national parks, hunting reserves and community hunting areas. Comparison with earlier surveys reveal a dramatic decline of wildlife: the numbers of large mammals fell by 94% in 30 years, probably due to poaching, loss of habitat and diseases brought by illegal movements of cattle. Elephant (Loxodonta africana), reduncini and topi (Damaliscus lunatus) populations showed the greatest decline (each over 90%). Other species declined by 70 to 80% during the same period. The future of the rest of the wildlife in this area is dark without a strong commitment to provide adequate funding and quickly implement determined field management. Reinforced cooperation with neighbouring Chad and Sudan is required since they are facing similar problems. [less ▲]

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See detailGame species monitoring using road–based distance sampling in association with thermal imagers: a covariate analysis
Morelle, Kevin ULiege; Bouché, Philippe; Lehaire, François ULiege et al

in Animal Biodiversity and Conservation (2012), 35(2), 253-265

Monitoring of game species populations is necessary to adequately assess culling by hunters in areas where natural large predators are absent. However, game managers have to control several species and ... [more ▼]

Monitoring of game species populations is necessary to adequately assess culling by hunters in areas where natural large predators are absent. However, game managers have to control several species and they often lack of an efficient and convenient survey design method. Monitoring several species at that same time over large areas could thus be cost– and time–effective. We tested the influence of several factors during monitoring of three common game species, (wild boar, roe deer and red fox, using road–based distance sampling in association with thermal imagers. This pilot survey based on 20 night counts in five contrasting sites studied the effect of several covariates (species, thermal imaging, observer, group size, and habitat type) on the detection probabilities. No differences were observed between thermal imagers and group sizes , but we found differences between observers . Expected differences were also observed between species and between habitat type. Our results show that the detectability of low cost thermal imaging equipment is similar to that of more expensive methods, highlighting new possibilities for the use of thermal imagery by game managers. Although adjustments should be made to the study design our findings suggest that large–scale multi–species monitoring could be an efficient method for common game species. [less ▲]

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See detailGame studies in french speaking area
Hurel, Pierre-Yves ULiege

Conference (2015, November 05)

Dans cette communication, j'ai présenté le champ des "game studies" à mon laboratoire d'accueil, le GAP, au sein duquel j'ai effectué un séjour de recherche d'octobre à décembre 2015. J'ai présenté les ... [more ▼]

Dans cette communication, j'ai présenté le champ des "game studies" à mon laboratoire d'accueil, le GAP, au sein duquel j'ai effectué un séjour de recherche d'octobre à décembre 2015. J'ai présenté les principales spécificités du champ francophone (tel quel le recours à Henriot), les institutions structurant le milieu (OMNSH, LabJMV, etc.) et quelques travaux récents et reconnus. [less ▲]

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See detailGames to understand urban planning
Dethier, Perrine ULiege; Halleux, Jean-Marie ULiege

Conference (2017, November 17)

Planning is not anymore seeing as a neutral concept. During a long period planning has been conducted as a technical activity only. Nevertheless, space “is no longer a neutral category as it was between ... [more ▼]

Planning is not anymore seeing as a neutral concept. During a long period planning has been conducted as a technical activity only. Nevertheless, space “is no longer a neutral category as it was between the 1960s and the 1980s that is viewed as a container for economic and social processes, but is rather the result of social relations among people living in a certain area or region where culture and cultural influences play a crucial role”(Knieling & Othengrafen, 2009, p. xxiii)1. Planning is indeed deeply depending on cultural context of a country and a region. Since the 1990s, the term planning culture covers comparative spatial planning research. This concept can be define as “the collective ethos and dominant attitudes of planners regarding the appropriate role of the state, market forces, and civil society in influencing social outcomes” (Sanyal, 2005, p. xxi)2. To date, planning culture literature concentrates on listing the observations and expert analyses. Our goal is to operationalise this concept as a set of values and attitudes shared by a particular group of people. For this purpose, we use experimental economics to gain empirical evidences on planning practices. Our presentation will be structured in three parts. At first, we will develop the concept of planning culture and illustrate it by the comparison of planning in Belgium and in the Netherlands. Despite many common characteristics, planning in those two countries strongly differs. On the one hand, both countries are densely populated and their territories are relatively similar. Although, on the other hand, their urban form are highly contrasted. Indeed, Belgium is characterized by an extreme sprawl whereas Netherlands has controlled the sub-urbanization processes. The second part of our presentation will be dedicated to the explanation of experimental economics. Experimental economics are experiments motivated by economics questions. “Experiments are a controlled data generation process. ‘Control’ means that most factors which influence behaviour are held constant and only one factor of interest (the “treatment”) is varied at a time”(Croson and Gächter, 2010, p. 124)3. To illustrate the field, we will realise an experiment in real time with the audience.Finally, we will finish our presentation by presenting some results of our current research that intends to objectify the role of planning culture in urban development. Based on experimental economics, our research aims to study the risk aversion as well as the importance of trust and cooperation in the development of partnership. To do so, we have organized four experiments with urban planning stakeholders in three different countries: Belgium, the Netherlands and Norway. [less ▲]

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See detailGamification croissante d’un quiz de chimie – Effets comparés sur la performance, la perception de compétence et l’état de flow
le Maire, Nathalie ULiege; Dalcq, Anne-Catherine ULiege; Colaux, Catherine ULiege et al

in Revue Internationale des Technologies en Pédagogie Universitaire = International Journal of Technologies in Higher Education (2017), 14(1), 69-83

Mini-games have recently emerged in the literature on gamification as an affordable alternative to immersive serious games. The present study aims to evaluate the effects of the use of chemistry minigames ... [more ▼]

Mini-games have recently emerged in the literature on gamification as an affordable alternative to immersive serious games. The present study aims to evaluate the effects of the use of chemistry minigames having a growing gamification on the performance, the self-confidence and the flow perceived by first year bioengineering students. Results indicate no effect on the first two parameters but show a positive effect on four dimensions of the flow. Given these mixed results, the conditions of an effective use of mini-games with undergraduate students are then discussed. [less ▲]

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See detailGamification et serious games : enjeux et cas pratiques
Hurel, Pierre-Yves ULiege

Conference given outside the academic context (2016)

Detailed reference viewed: 43 (5 ULiège)
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See detailGamifier un quiz – Effet graduel sur la performance, l’immersion et la perception de compétence
le Maire, Nathalie ULiege; Fauconnier, Marie-Laure ULiege; Colaux, Catherine ULiege et al

Conference (2016, July 06)

Dans un contexte marqué par l’arrivée d’une génération pour laquelle les technologies, les réseaux sociaux et les jeux en ligne relèvent de l’évidence (Stein, 2013; Weiler, 2004), le jeu a souvent été ... [more ▼]

Dans un contexte marqué par l’arrivée d’une génération pour laquelle les technologies, les réseaux sociaux et les jeux en ligne relèvent de l’évidence (Stein, 2013; Weiler, 2004), le jeu a souvent été qualifié de véhicule d’une pédagogie rendant l’étudiant acteur de son apprentissage, conférant une dimension de défi aux activités éducatives et générant une motivation intrinsèque (Foster, 2008; Kang & Tan, 2008; McFarlane et al., 2002; Mitchell & Savill-Smith, 2004; Papastergiou, 2009). Ce potentiel éducatif du jeu a cependant été souvent associé à des jeux immersifs (de Freitas, 2006) requérant la mise en œuvre d’une trame narrative et dont le développement peut s’avérer couteux. L’utilisation de mini-jeux est considérée comme une solution alternative à ces « serious games » complexes car ils permettent d’enseigner un grand nombre de concepts tout en générant de faibles coûts de développement (Illanas, Gallego, Satorre, & Llorens, 2008). Ceux-ci présentent des règles basiques, sont faciles à jouer et conçus comme objets d’apprentissage de sorte qu’il soit aisé pour l’étudiant de percevoir les informations essentielles et que leur pratique soit bénéfique pour l’apprentissage (Frazer, Argles, & Wills, 2007). La gamification, à savoir la transposition des principes issus de l’univers du jeu au domaine de l’éducation (Deterding, Dixon, Khaled, & Nacke, 2011), ne porte donc pas ici sur des jeux de simulation immersifs mais vise plus réalistement la transposition à des activités d’apprentissage d’un certain nombre de principes et de leviers à l’œuvre dans des mini-jeux populaires tel que Candy Crush. La question de recherche qui a guidé l’expérience décrite ci-après concerne l’évaluation du potentiel pédagogique de l’utilisation d’un mini-jeu de ce type dans un cours de chimie générale en complément des supports pédagogiques plus classiquement utilisés en première année d’université. Concrètement, ce mini-jeu appelé « Atomica » se présente comme un quiz d’entrainement portant sur un chapitre réputé difficile du cours, l’atomistique. Ce quiz a fait l’objet de quatre versions activant chacune un nombre croissant d’éléments de gamification (indiqués en gras) décrits par plusieurs auteurs comme étant les « ingrédients » ou « building blocks » d’un bon jeu (Bunchball Inc., 2010; Dignan, 2011; Reeves & Read, 2013) : - La version contrôle du QCM se présente comme similaire aux évaluations formatives couramment utilisées à l’université ; - La version 1 segmente le QCM en six niveaux de difficulté ; - La version 2 ajoute un feedback automatisé aux niveaux de difficulté ; - La version 3 présente une version maximaliste de la gamification puisque, aux éléments précédents, elle ajoute un compte à rebours, des indices dont l’appel engendre une perte de points, un classement des meilleurs joueurs et un indicateur social (possibilité de se situer par rapport à la communauté de joueurs). Ce choix d’un dispositif graduel se justifie notamment par l’intérêt pour la détection d’un seuil à partir duquel l’ajout d’éléments de gamification fait basculer la perception d’un quiz habituel vers un artefact relevant du mini-jeu et générant ainsi un état de flow chez le joueur. Chaque version a été soumise à un groupe d’une trentaine d’étudiants, selon une procédure expérimentale contrôlée, avec pour objectif la collecte de données (en cours) sur : - L’état de flow ou expérience optimale engendré par chacune des versions (orientation comparative) défini comme un état subjectif de bien-être (Csikszentmihalyi, 1990) engendrant une immersion totale dans l’activité. Afin de mesurer le flow, une échelle spécifique aux jeux éducatifs (EGameFlow) développée en 2009 (Fu, Su, & Yu, 2009) a été utilisée dans le cadre de cette étude. - Une des trois composantes du modèle de la dynamique motivationnelle de Viau, la perception du sentiment de compétence (Bandura, 1993; Pajares, 2014) considéré comme un moteur essentiel à l’apprentissage et un déterminant de l’intérêt pour une discipline scolaire. - La performance à un test de connaissance soumis aux étudiants avant et après l’expérience de jeu. Les motivations sous-tendant le processus d’exploration des mini-jeux sont à chercher du côté d’un certain discours pédagogique qui prône l’inscription d’une dimension ludique dans les apprentissages en enseignement supérieur. Nourrie par ses résultats expérimentaux, la communication proposera un retour réflexif plus général sur la valeur, les limitations et les conditions de réalisation de ce discours. [less ▲]

Detailed reference viewed: 151 (29 ULiège)