Publications

Publications


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  • [hal-01088221] Toward an systemic navigation framework to integrate sustainable development into the company
    10 juillet 2020
    In a very uncertain and competitive economy, companies have to cope with external constraints such as environmental and social issues, to gain competitive advantage. Over the last thirty years, numerous initiatives have appeared to deal with socio-environmental issues. However, contexts are complex and dynamics. Many authors therefore point out the need to establish a systemic perspective in order to improve the integration of sustainable issues into all company activities: from strategic decision-making to the end of the project. In addition, companies need to reinforce the relationship between general corporate development and eco-design activities. Based on literature review, this paper assumes that the integration of sustainability can be improved by developing a coherent and system approach between strategic, tactical and operational levels. The authors have chosen to demonstrate this assumption by targeting the environmental aspect of sustainability as a first step of their overall research.In this view, this paper proposes a navigation system composed of three modules: strategic, tactical and operational. This navigation system provides some pragmatic roadmaps for integrating environment into the company. Each module is linked to the others by the use of appropriate metrics. Bottom-up and top-down or middle-to-sides strategies are fully supported.To test this proposal, the navigation system is experimented retrospectively into an industrial process from the textile industry. The comparison between the initial situation and the experimental results allows authors to highlights potential environmental improvements. Some recommendations are made to challenges companies to use this navigation system, which argues in favor of environmental improvements.
  • [hal-00841643] Toward a systemic navigation framwork to integrate sustainable development into the company
    10 juillet 2020
    In a very uncertain and competitive economy, companies have to cope with external constraints such as environmental and social issues, to gain competitive advantage. Over the last thirty years, numerous initiatives have appeared to deal with socio-environmental issues. However, contexts are complex and dynamics. Many authors therefore point out the need to establish a systemic perspective in order to improve the integration of sustainable issues into all company activities: from strategic decision-making to the end of the project. In addition, companies need to reinforce the relationship between general corporate development and eco-design activities. Based on literature review, this paper assumes that the integration of sustainability can be improved by developing a coherent and system approach between strategic, tactical and operational levels. The authors have chosen to demonstrate this assumption by targeting the environmental aspect of sustainability as a first step of their overall research. In this view, this paper proposes a navigation system composed of three modules: strategic, tactical and operational. This navigation system provides some pragmatic roadmaps for integrating environment into the company. Each module is linked to the others by the use of appropriate metrics. Bottom-up and top-down or middle-to-sides strategies are fully supported. To test this proposal, the navigation system is experimented retrospectively into an industrial process from the textile industry. The comparison between the initial situation and the experimental results allows authors to highlights potential environmental improvements. Some recommendations are made to challenges companies to use this navigation system, which argues in favor of environmental improvements.
  • [halshs-01337216] Drivers and barriers to pre-adoption of strategic scanning information systems in the context of sustainable supply chain
    10 juillet 2020
    This research is reporting on the pre-adoption of Strategic Scanning (S.Scan) information systems (IS). More specifically, it relates to the pre-adoption phase, that is, the emergence of the idea of such a system and the evaluation of its need for the organization, upstream of any technological consideration. The research question is the following: what are the drivers and barriers that influence the pre-adoption of a S.Scan IS? The objective of this research is to extend knowledge on a subject that has received little attention from the scholars. Research's originality relies on the use of isomorphic processes from neo-institutional framework to study pre-adoption in the field of S.Scan. On the basis of a multi-method research combining qualitative and quantitative exploratory studies in the specific field of sustainable supply chains (SSC), our results highlight 31 drivers and barriers to pre-adoption of S.Scan IS, ten of which have not been identified before, and five types of pressures. They therefore suggest that pre-adoption of S.Scan IS can be subject to both functional and institutional pressures. It can be driven either by competitiveness or conformism pressures, and hindered by performance objectives or lack of coercive pressures. Finally, these results put a question mark about the understanding of the strategic dimension of S.Scan IS by organisations, and the government's role and its responsibility for promoting SSC initiatives and for the adoption of S.Scan IS on this issue.
  • [hal-01130945] A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology
    8 juillet 2020
    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-01131205] Defining Engagement and Characterizing Engaged-Behaviors in Digital Gaming
    8 juillet 2020
    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-01130953] A trace-based approach to identifying users’ engagement and qualifying their engaged-behaviours in interactive systems: application to a social game
    8 juillet 2020
    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-01150258] Reflection-in-Action Markers for Reflection-on-Action in Computer-Supported Collaborative Learning Settings
    8 juillet 2020
    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-00814394] How to Enhance Privacy within DaaS service Composition?
    8 juillet 2020
    The composition of DaaS (Data-as-a-Service) services is a powerful solution for building value-added applications on top of existing ones. However, privacy concerns are still among the key challenges that keep hampering DaaS composition. Indeed services may follow different, conflicting privacy specifications with respect to the data they use and provide. In this paper, we propose an approach for privacyaware composition of DaaS services. Our approach allows specifying privacy requirements and policies and verifying the compatibility of services involved in a composition. We propose an adaptation protocol that makes it possible to reconcile the privacy specifications of services when incompatibilities arise in a composition. We validate the applicability of our proposal through a set of experiments.
  • [hal-00652620] Development of an Assistance Environment for Tutors Based on a Co-Adaptive Design Approach
    8 juillet 2020
    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.