646 research outputs found

    How to promote informal learning in the workplace? The need for incremental design methods

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    Informal Learning in the Workplace (ILW) is ensured by the everyday work activities in which workers are engaged. It accounts for over 75 per cent of learning in the workplace. Enterprise Social Media (ESM) are increasingly used as informal learning environments. According to the results of an implementation we have conducted in real context, we show that ESM are appropriate to promote ILW. Nevertheless, social aspects must be reconsidered to address users' needs regarding content and access, quality information indicators, moderation and control

    Familiarity Detection with the Component Process Model

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    International audienceWe propose a computational model for the Component Process Model (CPM) of Scherer, the most recent and the most complete model of emotion in psychology. This one proposes to appraise a stimulus through a sequence of sixteen appraisal variables dealing with a large number of its characteristics. As CPM is very abstract and high level, it is not really used in affective computing and no formal models exist for its appraisal variables. Based on the CPM, in this paper we propose a mathematical function for one appraisal variable detecting the familiarity of a perceived event according to the state of the cognitive component of an agent (goals, needs, semantic memory, and episodic memory)

    Apporter de la flexibilité dans l'observation d'une activité pédagogique

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    International audienceCe travail concerne l'observation d'activités pédagogiques dans un environnement numérique de travail. Le comportement de l'utilisateur est observé au moyen de traces numériques brutes obtenues durant son activité. Dans cet article nous présentons une approche d'observation flexible à base d'agents logiciels distribués. Afin de permettre le changement de l'objectif d'observation en cours de déroulement de l'activité pédagogique, nous avons défini plusieurs types d'agents observateurs ainsi qu'un langage de configuration des agents adapté à l'observation. Cette approche a été mise en oeuvre dans le cadre d'une expérimentation dont nous nous servons pour illustrer notre article

    Raising awareness on Archaeology: A Multiplayer Game-Based Approach with Mixed Reality

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    International audienceOur 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. 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

    De l’efficacité de visualisations indicielles ou symboliques pour la régulation d’activités collaboratives

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    National audienceRegulatory mechanisms are important when conducting collaborative activities. And previous research showed that providing individual or collective feedback about the ongoing collaboration can lead to better regulation. In this article, we propose to study the impact of different visual of indicators on the control process of collaborative activities. We studied two kinds of indicators : indexical indicators built into the objects being handled and symbolic indicators, added to the activity interface. We conducted a preliminary study with 32 participants. Our results show that regulation efficiency according to the indicator is neither better with indexical visualization nor with symbolic visualization, which leads us to think that a mixed use of indexical and symbolic visualizations would be more effective.Les mécanismes de régulation de groupe sont particulièrement importants pour mener à bien des activités collaboratives. Les dispositifs numériques peuvent permettre une meilleure régulation, notamment en fournissant des retours individuels ou collectifs sur la collaboration en cours. Dans cet article, nous proposons d’étudier l’impact que peuvent avoir différentes visualisations d’indicateurs sur le processus de régulation dans les activités collaboratives. Pour cela, nous avons étudié deux types d’indicateurs, les indicateurs indiciels qui se fondent dans les objets manipulés, et les indicateurs symboliques qui sont adjoints à l’interface de l’activité. Nous avons réalisé une étude préliminaire avec 32 participants. Les résultats mitigés tendent à montrer que qu’une visualisation indicielle ou symbolique n’est pas intrinsèquement meilleure, ce qui nous laisser penser qu’une utilisation mixte pourrait être plus efficace
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