145 research outputs found
Leveraging green human resource practices to achieve environmental sustainability
This article explores the role of green human resource management in achieving workplace goals in environmental sustainability when employees perceive their organization is environmentally concerned. Using conditional process analysis (n = 221), our study findings reveal that the positive effect of green performance management and green training on individual environmental performance is conveyed by perceived organizational support for the environment, whereas the effect of green employee involvement is not. Interestingly, our findings also show that the effects of green employee involvement, green training and green performance management are all conveyed by perceived organizational support for the environment only when employees display high satisfaction with organizational environmental engagement. Implications for practitioners arising are that some employees may be sensitive to organizational efforts aimed at achieving environmental sustainability even when not all organizational green human resource management practices are identified as pathways to individual employee environmental performance. We close by detailing some study limitations and ideas for future research arising from our study
Interpréter des oeuvres d'art figuratives pour étudier des réalités passées : exploration du potentiel d'un dispositif muséo-techno-didactique
De l’art aux sciences humaines, comment amener des élèves à tirer profit des œuvres en contexte muséal au moyen du numérique mobile ? Nous présentons la mise en place d’un projet de recherche-développement avec le Musée des beaux-arts de Montréal et des écoles primaires montréalaises visant la conception et la mise à l’essai d’un dispositif muséo-techno-didactique. Ce dispositif recourt à un prototype d’application pour les technologies mobiles que nous avons conçu pour une expérience muséale au croisement des arts visuels et des sciences humaines. Après avoir exposé la démarche de conception et la mise à l’essai du dispositif auprès de 3 classes de 3e cycle, nous explorons son potentiel pour le raisonnement en sciences humaines au contact des œuvres d’art, plus spécifiquement sous l’angle de l’interprétation d’œuvres d’art figuratives pour leur valeur documentaire. L’analyse des vidéos réalisées montre l’intérêt du dispositif pour stimuler et recueillir le raisonnement des élèves, mais démontre aussi certaines faiblesses dans la contextualisation des œuvres, possiblement liées à des connaissances limitées concernant les réalités passées étudiées.From art to the humanities, how to get students to take advantage of artworks in museum context using mobile, digital devices? We present the implementation of a research and development project between the Montreal Museum of Fine Arts and Montreal primary schools for the design and testing of a museo-techno-didactic device. This device uses a prototype application for mobile technologies we have designed and affords a museum experience at the intersection of the visual arts and the humanities. After outlining the design process and testing the device with 3 different third-grade classes, we explore its potential for social science reasoning in contact with works of art, specifically in terms of the interpretation of works of figurative art for their documentary value. Analysis of videos made shows the value of the device to stimulate and collect students' thinking but also demonstrates some weaknesses in the contextualization of the works, possibly related to limited knowledge with respect to past contexts that have been studied
Resilient employees are creative employees, when the workplace forces them to be
With a basis in conservation of resources theory, this article considers the connection between employees' resilience and disruptive creative behaviour-conceptualized herein as the extent to which they generate radically new ideas for organizational improvement-as well as how this connection might be invigorated by resource-draining work conditions that stem from excessive workloads and unfavourable decision-making processes. Data collected through a survey administered to employees in an organization that operates in the distribution sector reveal that employees' resilience levels spur their disruptive creative behaviour, and this process is more prominent among employees who believe they have insufficient time to complete their work tasks (i.e., suffer from high work overload) and operate in organizational climates marked by high rigidity or dysfunctional politics. The findings accordingly inform organizational practitioners that the allocation of employees' personal resource bases to disruptive creative behaviours might be particularly useful among employees who face substantial adversity in their organizational functioning.info:eu-repo/semantics/acceptedVersio
The Effects of NMDA Subunit Composition on Calcium Influx and Spike Timing-Dependent Plasticity in Striatal Medium Spiny Neurons
Calcium through NMDA receptors (NMDARs) is necessary for the long-term potentiation (LTP) of synaptic strength; however, NMDARs differ in several properties that can influence the amount of calcium influx into the spine. These properties, such as sensitivity to magnesium block and conductance decay kinetics, change the receptor's response to spike timing dependent plasticity (STDP) protocols, and thereby shape synaptic integration and information processing. This study investigates the role of GluN2 subunit differences on spine calcium concentration during several STDP protocols in a model of a striatal medium spiny projection neuron (MSPN). The multi-compartment, multi-channel model exhibits firing frequency, spike width, and latency to first spike similar to current clamp data from mouse dorsal striatum MSPN. We find that NMDAR-mediated calcium is dependent on GluN2 subunit type, action potential timing, duration of somatic depolarization, and number of action potentials. Furthermore, the model demonstrates that in MSPNs, GluN2A and GluN2B control which STDP intervals allow for substantial calcium elevation in spines. The model predicts that blocking GluN2B subunits would modulate the range of intervals that cause long term potentiation. We confirmed this prediction experimentally, demonstrating that blocking GluN2B in the striatum, narrows the range of STDP intervals that cause long term potentiation. This ability of the GluN2 subunit to modulate the shape of the STDP curve could underlie the role that GluN2 subunits play in learning and development
L’accompagnement-citoyen en soutien à la participation sociale des aînés ayant un traumatisme craniocérébral
Hautement valorisée par les aînés, la participation sociale a des effets bénéfiques sur leur
santé biopsychosociale. Tous n’ont pas cependant les mêmes opportunités pour s’investir
dans ce type d’activités; particulièrement ceux ayant un traumatisme craniocérébral (TCC)
qui sont plus susceptibles d’être limités dans leurs capacités à participer à la vie de la
communauté. Les initiatives les plus courantes pour aider ces personnes consistent en une
assistance humaine visant à pallierleurs limitations et ne misent pas, en priorité, sur la
promotion de leurs compétences. Afin d’optimiser l’aide reçue, un accompagnementcitoyen
personnalisé à l’intégration communautaire (APIC) a été développé, implanté et
évalué. Cet article documente l’impact de l’APIC sur la participation sociale d’aînés ayant
un TCC. Une analyse de contenu thématique a été réalisée sur les données issues d’entrevues
semi-dirigées auprès des participants et des journaux de bord des accompagnateurs.
Les résultats montrent trois grandes retombées de l’APIC : une meilleure assurance et un
plus grand sentiment d’autonomie, un goût retrouvé de s’investir dans des activités de
loisirs signifiantes, et une plus grande ouverture vers de nouvelles possibilités de relations.Abstract : Highly valued by seniors, community integration has beneficial effects on their biopsychosocial
health. However, not all of them have the same opportunities to engage in
social participation activities, particularly those with traumatic brain injury (TBI) who are
more likely to be limited in their abilities to participate in the life of the community. The
most common initiatives to help these people consist of human assistance to overcome
their limitations and which do not focus on skills promotion. In order to optimize the
available services and resources, personalized citizen assistance for community integration
(APIC) has been developed, implemented, and evaluated. This article documents the
impact of APIC on the community integration of seniors with TBI. A thematic content
analysis was conducted on data from semi-structured interviews with participants and
from attendant logbooks. The results show three major spin-offs from APIC: better
insurance and a greater sense of autonomy, a renewed taste for investing in meaningful
leisure activities, and greater openness to new relationship opportunities
'Spiritual life' as the heart of the professionalization process of spriritual and community animators in Quebec, Canada
The ‘spiritual care and guidance and community involvement service’ in Quebec has existed since 2001. It replaced pastoral animation in schools and is intended to promote the spiritual development and community involvement of all students, whether or not they are affiliated with a religion. This article presents the historical background that led to the development of this service; as well as the professional concerns of its stakeholders. The concerns raised are based on awareness of great diversity among those who provide this service, both in their training and in their understanding of the meanings of the terms that define their work. Presently working toward the professionalization that they deem essential to their very survival, they are using professional strategies that do not reflect their reality and abilities. This article seeks to demonstrate the relevance of changing perspectives so that this profession is not limited only to community involvement, but instead adopts an interactionist point of view, focused on the spiritual aspect of the role
From Driving Simulation to Virtual Reality
Driving simulation from the very beginning of the advent of VR technology uses the very same technology for visualization and similar technology for head movement tracking and high end 3D vision. They also share the same or similar difficulties in rendering movements of the observer in the virtual environments. The visual-vestibular conflict, due to the discrepancies perceived by the human visual and vestibular systems, induce the so-called simulation sickness, when driving or displacing using a control device (ex. Joystick). Another cause for simulation sickness is the transport delay, the delay between the action and the corresponding rendering cues. Another similarity between driving simulation and VR is need for correct scale 1:1 perception. Correct perception of speed and acceleration in driving simulation is crucial for automotive experiments for Advances Driver Aid System (ADAS) as vehicle behavior has to be simulated correctly and anywhere where the correct mental workload is an issue as real immersion and driver attention is depending on it. Correct perception of distances and object size is crucial using HMDs or CAVEs, especially as their use is frequently involving digital mockup validation for design, architecture or interior and exterior lighting. Today, the advents of high resolution 4K digital display technology allows near eye resolution stereoscopic 3D walls and integrate them in high performance CAVEs. High performance CAVEs now can be used for vehicle ergonomics, styling, interior lighting and perceived quality. The first CAVE in France, built in 2001 at Arts et Metiers ParisTech, is a 4 sided CAVE with a modifiable geometry with now traditional display technology. The latest one is Renault’s 70M 3D pixel 5 sides CAVE with 4K x 4K walls and floor and with a cluster of 20 PCs. Another equipment recently designed at Renault is the motion based CARDS driving simulator with CAVE like 4 sides display system providing full 3D immersion for the driver. The separation between driving simulation and digital mockup design review is now fading though different uses will require different simulation configurations. New application domains, such as automotive AR design, will bring combined features of VR and driving simulation technics, including CAVE like display system equipped driving simulators
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