Digital Transformations in the Challenge of Activity and Work
Understanding and Supporting Technological Changes
(Sprache: Englisch)
TECHNOLOGICAL CHANGES AND HUMAN RESOURCES SET Coordinated by Patrick Gilbert
The accelerating pace of technological change (AI, cobots, immersive reality, connected objects, etc.) calls for a profound reexamination of how we conduct business. This...
The accelerating pace of technological change (AI, cobots, immersive reality, connected objects, etc.) calls for a profound reexamination of how we conduct business. This...
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TECHNOLOGICAL CHANGES AND HUMAN RESOURCES SET Coordinated by Patrick GilbertThe accelerating pace of technological change (AI, cobots, immersive reality, connected objects, etc.) calls for a profound reexamination of how we conduct business. This requires new ways of thinking, acting, organizing and collaborating in our work. Faced with these challenges, the Human and Social Sciences have a leading role to play, alongside others, in designing, supporting and implementing these digital transformation projects. Their ambition is to participate in the development of innovative and empowering devices, that is to say, systems that are truly at the service of human beings and their activity, that empower these professionals to take action and that also provide occupational health services.
This book takes a multidisciplinary look at the challenges of these digital transformations, making use of occupational psychology, ergonomics, sociology of uses, and management sciences. This viewpoint also helps provide epistemological, methodological and empirical insights to better understand and support the changes at work.
Inhaltsverzeichnis zu „Digital Transformations in the Challenge of Activity and Work “
Introduction xiiiMarc-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
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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
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
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Autoren-Porträt
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.
Bibliographische Angaben
- 2021, 1. Auflage, 304 Seiten, Maße: 16,7 x 23,8 cm, Gebunden, Englisch
- Herausgegeben: Marc-Eric Bobillier Chaumon
- Verlag: Wiley & Sons
- ISBN-10: 1786305291
- ISBN-13: 9781786305299
Sprache:
Englisch
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