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Publications


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  • [hal-04118739] Use of Digital Technologies to Maintain Older Adults’ Social Ties During Visitation Restrictions in Long-Term Care Facilities: Scoping Review
    7 décembre 2023
    BackgroundDigital technologies were implemented to address the disruption of long-term care facility residents’ socialization needs during the COVID-19 pandemic. A literature review regarding this topic is needed to inform public policy, facility managers, family caregivers, and nurses and allied health professionals involved in mediating the use of digital devices for residents’ social ties.ObjectiveOur study outlines key concepts, methodologies, results, issues, and gaps in articles published during pandemic-related visitation restrictions.MethodsFollowing the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) protocol, a scoping review was conducted by searching 3 database aggregator platforms (EBSCO, ProQuest, and PubMed) for studies published in peer-reviewed journals from early 2020 to the end of June 2021, when the most stringent restrictions were in place.We included qualitative and quantitative studies, reviews, commentaries, viewpoints, and letters to the editors in French or English focusing on digital technologies aiming to support the social contact of residents in long-term care facilities during pandemic-related visitation restrictions.ResultsAmong 763 screened articles, 29 met our selection criteria. For each study, we characterized the (1) authors, title, and date of the publication; (2) country of the first author; (3) research fields; (4) article type; and (5) type of technology mentioned.The analysis distinguished 3 main themes emerging from the literature: (1) impact and expectations of remote social contact on the physical and mental health and well-being of the residents (n=12), (2) with whom or what the social contact took place (n=17), and (3) limitations and barriers to significant social contact related to digital technologies (n=14).The results first underlined the highly positive impact expected by the authors of the digital technologies on health and quality of life of residents of long-term care facilities. Second, they highlighted the plurality of ties to consider, since social contact takes place not only with family caregivers to maintain contact but also for other purposes (end-of-life videoconferences) and with other types of contact (eg, with staff and robots). Third, they exposed the limitations and barriers to significant contact using digital technologies and outlined the required conditions to enable them.ConclusionsThe review demonstrated the opportunities and risks outlined by the literature about the implementation of digital technologies to support remote social contact. It showed the plurality of ties to consider and revealed the need to evaluate the positive impact of remote contact from the residents’ perspectives. Therefore, to go beyond the risk of digital solutionism, there is a need for studies considering the holistic impact on health regarding the implementation of digital technologies, including the meaning residents give to interpersonal exchanges and the organizational constraints.Trial RegistrationOSF Registries osf.io/yhpx3; https://osf.io/yhpx3
  • [hal-01130953] A trace-based approach to identifying users’ engagement and qualifying their engaged-behaviours in interactive systems: application to a social game
    12 mars 2015
    Analysing and monitoring users' engaged-behaviours continuously and under ecologically valid conditions can reveal valuable information for designers and practitioners, allowing them to analyse, design and monitor the interactive mediated activity, and then to adapt and personalise it. An interactive mediated activity is a human activity supported by digital interactive technologies. While classical metric methods fall within quantitative approaches, this paper proposes a qualitative approach to identifying users' engagement and qualifying their engaged-behaviours from their traces of interaction. Traces of interaction represent the users' activities with an interactive environment. The basis of our approach is to transform low-level traces of interaction into meaningful information represented in higher-level traces. For this, our approach combines three theoretical frameworks : the Self-Determination Theory, the Activity Theory and the Trace Theory. Our approach has been implemented and tested in the context of the QUEJANT Projet. QUEJANT targets the development of a system allowing the actors of Social Gaming to analyse players' engagement from an analysis of their activity traces. In order to demonstrate the feasibility of our approach, we implemented the whole process in a prototype and applied it to 12 players' interaction data collected over four months. Based on these interaction data, we were able to identify engaged and non-engaged users and to qualify their types of engaged-behaviours. We also conducted a user study based on a validation of our results by experts. The high prediction rate obtained confirms the performance of our approach. We finally discuss the limitations of our approach, the potential fields of application and the implications for digital behavioural interventions.
  • [hal-00652620] Development of an Assistance Environment for Tutors Based on a Co-Adaptive Design Approach
    16 décembre 2011
    In this paper, we present a co-adaptive design approach named TE-Cap (Tutoring Experience Capitalisation) that we applied for the development of an assistance environment for tutors. Since tasks assigned to tutors in educational contexts are not well defined, we are developing an environment which responds to needs which are not precisely identified or not expressed by these users. Our approach rests on three development cycles which aim at gradually clarifying and refining users' needs and expectations which we translate into computing functionalities. Each cycle is composed of three steps that allow the use of prototypes developed with regard, on the one hand, to theories of users' activities and, on the other hand, to the needs that we have identified to be observed. We finally obtain a stable typology of users' needs and expectations upon which we base the development of the computer environment. We illustrate the two first cycles of this iterative and co-adaptive approach during the development of TE-Cap. We then discuss the difficulties raised by this type of approach.
  • [hal-01131205] Defining Engagement and Characterizing Engaged-Behaviors in Digital Gaming
    16 mars 2015
    Background. Although the analysis of engagement is crucial for digital entertainment or learning games, the concept of players' or learners' engagement is still confusing. Indeed, in digital games research, several concepts referring to the idea of engagement such as immersion, involvement, presence, and flow are used. Also, while the characterization of engaged-behaviors may be useful for designers or teachers in assessing players' or learners' engagement, the nature and the scope of these behaviors are still unclear. Aim. In this article, based on a multidisciplinary state of the art on the concept of engagement, we define and delineate the concepts related to digital gaming engagement. Results. We characterize engaged-behaviors by identifying four types of engagement: environmental, social, self, and action. We thus refine, disambiguate, and characterize the concepts of engagement and engaged-behaviors. This work therefore constitutes an effective support for analyzing, designing, assessing, and personalizing engaging activities in digital games.
  • [hal-01130945] A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology
    12 mars 2015
    Our research deals with the development of a new type of game-based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players' motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum). After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual) for the players' involvement in the game.
  • [hal-01150258] Reflection-in-Action Markers for Reflection-on-Action in Computer-Supported Collaborative Learning Settings
    31 décembre 2015
    We describe an exploratory study on the use of markers set during a synchronous collaborative interaction (reflection-in-action) for later construction of reflection reports upon the collaboration that occurred (reflection-on-action). During two sessions, pairs of students used the Visu videoconferencing tool for synchronous interaction and marker setting (positive, negative or free) and then individual report building on the interaction (using markers or not). A quantitative descriptive analysis was conducted on the markers put in action, on their use to reflect on action and on the reflection categories of the sentences in these reports. Results show that the students (1) used the markers equally as a note-taking and reflection means during the interaction, (2) used mainly positive markers both to reflect in and on action; (3) paid more attention in identifying what worked in their interaction (conservative direction) rather than in planning on how to improve their group work (progressive direction); (4) used mainly their own markers to reflect on action, with an increase in the use of their partners' markers in the second reflection reports; (5) reflected mainly on their partner in the first reflection reports and more on themselves in the second reports to justify themselves and to express their satisfaction.
  • [hal-04232855] What do we know about startup-valuation drivers? A systematic literature review 1
    11 octobre 2023
    Startup-valuation is a critical area of research within entrepreneurial finance, but research on this topic is less consistent and thorough than overall valuation research. Peer-reviewed studies express a range of divergent views and approaches, and the focus varies widely. To bring clarity to this fragmented field, we conduct a systematic literature review, examining 87 peer-reviewed studies published between 1985 and 2020. We analyze these publications in detail and identify 36 startupvaluation drivers and cluster them into five macro-themes: Entrepreneur Characteristics; Firm Characteristics; Investor Characteristics; Market Conditions; and Deal Conditions. We then describe the valuation-impact of these drivers on startups. The range of drivers identified in the literature gives rise to construction of an integrative meta-model based on the macro-themes, placed into appropriate chronological position in the valuation process Our study also identifies key research-gaps and highlights promising directions for exploring the startup-valuation field.
  • [hal-04272953] La Pensée Complexe pour interroger les pratiques organisationnelles dans quatre CHU français durant les deux premières vagues de la crise Covid
    7 novembre 2023
    Malgré sa large diffusion en France et dans le monde, en particulier depuis le début de la crise sanitaire, la pensée complexe (PC) définie par Edgar Morin demeure peu utilisée pour comprendre le fonctionnement des organisations. C’est pourquoi cet article interroge la pertinence de l’utilisation de la PC dans un contexte de forte incertitude, en particulier l’apparition de la pandémie de Covid-19, en France en 2020. Une recherche exploratoire qualitative conduite auprès de quatre hôpitaux montre une adéquation forte entre les pratiques professionnelles et les principes de la PC lors de la première vague du virus, suivie d’une inadéquation flagrante à partir de la deuxième vague. La discussion montre l’intérêt de la PC pour les sciences de gestion, mais également pour les managers à qui elle offre un cadre épistémologique propice à l’appréhension de l’incertitude. L’opérationnalisation de la PC suggère une gestion de crise non plus seulement réalisée à partir de règles préalablement définies, mais enrichie d’une vision constructiviste dans un objectif de transformation positive des organisations hospitalières, traversées de tensions multiples qui dépassent désormais le seul cadre de la crise de la Covid-19.
  • [hal-01669916] Comparison of Clinical Presentations and Outcomes Between Patients With TGFBR2 and FBN1 Mutations in Marfan Syndrome and Related Disorders
    21 décembre 2017
    mutations were recognized recently among patients with a Marfan-like phenotype. The associated clinical and prognostic spectra remain unclear. Methods and Results—Clinical features and outcomes of 71 patients with a TGFBR2 mutation (TGFBR2 group) were compared with 50 age-and sex-matched unaffected family members (control subjects) and 243 patients harboring FBN1 mutations (FBN1 group). Aortic dilatation was present in a similar proportion of patients in both the TGFBR2 and FBN1 groups (78% versus 79%, respectively) but was highly variable. The incidence and average age for thoracic aortic surgery (31% versus 27% and 3516 versus 3913 years, respectively) and aortic dissection (14% versus 10% and 3812 versus 399 years) were also similar in the 2 groups. Mitral valve involvement (myxomatous, prolapse, mitral regurgitation) was less frequent in the TGFBR2 than in the FBN1 group (all P0.05). Aortic dilatation, dissection, or sudden death was the index event leading to genetic diagnosis in 65% of families with TGFBR2 mutations, versus 32% with FBN1 mutations (P0.002). The rate of death was greater in TGFBR2 families before diagnosis but similar once the disease had been recognized. Most pregnancies were uneventful (without death or aortic dissection) in both TGFBR2 and FBN1 families (38 of 39 versus 213 of 217; P1). Seven patients (10%) with a TGFBR2 mutation fulfilled international criteria for Marfan syndrome, 3 of whom presented with features specific for Loeys-Dietz syndrome. Conclusions—Clinical outcomes appear similar between treated patients with TGFBR2 mutations and individuals with FBN1 mutations. Prognosis depends on clinical disease expression and treatment rather than simply the presence of a TGFBR2 gene mutation. (Circulation. 2009;120:2541-2549.)
  • [hal-03969868] L'intégration d'une pédagogie expérientielle dans un module de méthodologie de la recherche
    2 février 2023
    Nous manquons de résultats empiriques qui éclairent le développement et l'impact de pédagogies expérientielles en écoles de gestion. L'objectif de cette étude est double : rendre compte d'une initiative expérientielle inspirée par la perspective pragmatiste et apprécier son impact en termes d'autonomie perçue des apprenants en fin de moduleici un module de méthodologie de la recherche. Deux enquêtes sur deux cohortes sont mobilisées, qualitative puis quantitative, dans une approche mixte. Les résultats montrent les liens entre l'autonomie perçue et les trois dimensions du projet expérientiel, de l'équipe et de la posture de l'enseignant.