Produktbild: Digital Transformations in the Challenge of Activity and Work, Volume 3

Digital Transformations in the Challenge of Activity and Work, Volume 3 Understanding and Supporting Technological Changes

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Beschreibung

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

12.01.2021

Herausgeber

Marc-Eric Bobillier Chaum

Verlag

John Wiley & Sons Inc

Seitenzahl

304

Maße (L/B/H)

24/16,1/2,1 cm

Gewicht

613 g

Auflage

1. Auflage

Sprache

Englisch

ISBN

978-1-78630-529-9

Beschreibung

Portrait

Marc-Eric Bobillier Chaumon is the Chair of Occupation Psychology at the Conservatoire National des Arts et Metiers in France. His research and work focuses on the uses and impacts of emerging technologies on workplace activities.

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

12.01.2021

Herausgeber

Marc-Eric Bobillier Chaum

Verlag

John Wiley & Sons Inc

Seitenzahl

304

Maße (L/B/H)

24/16,1/2,1 cm

Gewicht

613 g

Auflage

1. Auflage

Sprache

Englisch

ISBN

978-1-78630-529-9

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: Digital Transformations in the Challenge of Activity and Work, Volume 3
  • Introduction xiii
    Marc-Eric BOBILLIER CHAUMON
     
    Part 1 Towards an Overview of Digital Transformations... 1
     
    Chapter 1 Emerging Technologies and Issues for Activity and Occupational Health 3
    Marc-Eric BOBILLIER CHAUMON
     
    1.1 Introduction 3
     
    1.2 From properties to the uses of emerging technologies 4
     
    1.3 Five paradoxes of the diffusion of technologies in/on the activity 8
     
    1.3.1 Sense of loss of control over the activity vs increased control over the activity 8
     
    1.3.2 Invisibility vs visibility of the activity 9
     
    1.3.3 Increase in virtual teams vs isolation of employees 10
     
    1.3.4 Nomadism vs a sedentary lifestyle at work 11
     
    1.3.5 Detachment from activity vs proximity of work 12
     
    1.4 Conclusion 14
     
    1.5 References 15
     
    Chapter 2 Collaborative Work Platforms: Challenges for Business Development 21
    Nadia BARVILLE-DEROMAS and Marc-Eric BOBILLIER CHAUMON
     
    2.1 Introduction 21
     
    2.2 Two organizational challenges: empowering digital transformations and changing work practices 22
     
    2.2.1 The co-configuration of work 22
     
    2.2.2 Mobilizing social capital to make sharing more flexible 23
     
    2.3 Stakes for the development of activity: knowing how to give meaning to a poly-contextual and multi-mediated activity 24
     
    2.3.1 Networking, the power to act and meaning at work 24
     
    2.3.2 Sharing a degree of collaborative intentionality in a multi-mediated situation, a skill in its own right 26
     
    2.4 Conclusion 27
     
    2.5 References 27
     
    Chapter 3 Virtual Reality: Definitions, Characteristics and Applications in the Workplace 31
    Camille SAGNIER, Émilie LOUP-ESCANDE and Gérard VALLÉRY
     
    3.1 Introduction 31
     
    3.2 Some elements of definition 32
     
    3.2.1 The term "virtual reality" 32
     
    3.2.2 The purpose of virtual reality 32
     
    3.2.3 A functional definition of virtual reality 33
     
    3.2.4 A technical definition of virtual reality 33
     
    3.3 The main interaction devices 34
     
    3.3.1 Display devices 35
     
    3.3.2 Motion and position capture devices 35
     
    3.3.3 Proprioceptive and cutaneous feedback devices 35
     
    3.3.4 Sound input and presentation devices 36
     
    3.4 The main areas of application of virtual reality 36
     
    3.4.1 Applications in everyday life 37
     
    3.4.2 Applications in various professional contexts 37
     
    3.5 Applications of virtual reality in industry 38
     
    3.6 Conclusion 40
     
    3.7 References 40
     
    Chapter 4 Robotization in Industries: A Focus on SMEs 45
    Sandrine BERGER-DOUCE
     
    4.1 Introduction 45
     
    4.2 Focus on a robotization experiment in an industrial SME 46
     
    4.2.1 The case study in the service of exploratory research 46
     
    4.2.2 Presentation of the company 47
     
    4.2.3 A mixed technological adventure 47
     
    4.2.4 Lessons to be learned 48
     
    4.3 Receiving support in order to better implement a robot: illustration by the Robot Start PME program 49
     
    4.3.1 A program at the service of French industrial SMEs 50
     
    4.3.2 An inspiring framework to support technological change 53
     
    4.4 Conclusion 54
     
    4.5 References 55
     
    Chapter 5 Serious Games for Vocational Training: From Emotional Labor to Knowledge Transfer 57
    Lydia MARTIN, Julian ALVAREZ and Antoine TALY
     
    5.1 Introduction 57
     
    5.2 Emotions, debriefing and learning 59
     
    5.2.1 Emotional labor 59
     
    5.2.2 Learning in a game 60
     
    5.3 The context and framework of the Serious Escape Game (SEG) 61
     
    5.3.1 Difficulty in gamification 61
     
    5.3.2 The trainin