Группа авторов

Digital Transformations in the Challenge of Activity and Work


Скачать книгу

a non-immersive virtual environment to sensitize workers to electrical risks. It allowed users to detect risks while navigating on a construction site. The virtual environment provided information to users on risks and on the behaviors to adopt.

      Virtual reality is one of the technologies that is implemented today and that will continue to be implemented in the coming years in professional contexts. In this chapter, we have enlightened the reader on what virtual reality is and on the devices that virtual reality systems mobilize. We have also summarized its main applications, in general and more specifically in industry.

      Most of the studies on the use of this technology, including the majority of those mentioned above, adopt technocentric approaches (or a Technology Driver approach, i.e. developing products that then seek to gain acceptance; Davies and Buisine 2017). Studies that adopt this approach describe only the technical characteristics of a virtual reality system or virtual environment, as well as their main objectives (training operators to identify risks, conducting studies on the interaction of a customer with a product, etc.). However, perhaps because the implementation of this type of technology in professional contexts is not democratized, or because they are only exceptionally integrated into employees’ activities, few studies have been carried out on their impact on work. However, their development raises questions about their suitability for users (usefulness, usability, acceptance), the changes they may bring about in the content of activities, as well as the health and well-being of employees. For these reasons, a user and activity-centered (anthropocentric) approach must be deployed to co-construct acceptable modalities for the deployment and adoption of these new immersive work environments.

      Abate, A.F., Guida, M., Leoncini, P., Nappi, M., and Ricciardi, S. (2009). A haptic-based approach to virtual training for aerospace industry. Journal of Visual Languages and Computing, 20(5), 318–325.

      Aromaa, S. and Väänänen, K. (2016). Suitability of virtual prototypes to support human factors/ergonomics evaluation during the design. Applied Ergonomics, 56, 11–18.

      Berg, L.P. and Vance, J.M. (2017). Industry use of virtual reality in product design and manufacturing: A survey. Virtual Reality, 21(1), 1–17.

      Bernard, F., Zare, M., Sagot, J.-C., and Paquin, R. (2019). Using digital and physical simulation to focus on human factors and ergonomics in aviation maintainability. Human Factors, 62(1), 37–54.

      Bordegoni, M. and Ferrise, F. (2013). Designing interaction with consumer products in a multisensory virtual reality environment. Virtual and Physical Prototyping, 8(1), 51–64.

      Bruno, F. and Muzzupappa, M. (2010). Product interface design: A participatory approach based on virtual reality. International Journal of Human-computer Studies, 68(5), 254–269.

      Burkhardt, J.-M. (2003). Réalité virtuelle et ergonomie : quelques apports réciproques. Le travail humain, 66(1), 65–91.

      Coeugnet, S. (2018). Helping older pedestrians navigate unknown environments through vibrotactile guidance instructions. Transportation Research Part F: Traffic Psychology and Behaviour, 58, 816–830.

      Davies, M. and Buisine, S. (2017). La culture d’innovation dans les organisations françaises. Technologie et Innovation, 2, 1–12.

      tom Dieck, D., tom Dieck, C., Jung, T., Moorhouse, N. (2018). Tourists’ virtual reality adoption: An exploratory study from Lake District National Park. Leisure Studies, 37(4), 371–383.

      Direction Générale des Entreprises (2016). Technologies clés 2020 : préparer l’industrie du futur [Online]. Available: https://www.entreprises.gouv.fr/politique-et-enjeux/etude-technologies-cles-2020.

      Fang, T.Y. (2014). Evaluation of a haptics-based virtual reality temporal bone simulator for anatomy and surgery training. Computer Methods and Programs in Biomedicine, 113(2), 674–681.

      Freeman, D. (2016). Virtual reality in the treatment of persecutory delusions: Randomised controlled experimental study testing how to reduce delusional conviction. The British Journal of Psychiatry, 209(1), 62–67.

      Fuchs, P. (2006). Les interfaces à simulation de mouvement et les interfaces à simulation de climat. In Le traité de la réalité virtuelle, Fuchs, P. and Moreau, G. (eds). Les Presses de l’École des Mines de Paris, Paris.

      Fuchs, P. and Mathieu, H. (2011). Location sensors. In Virtual Reality: Concepts and Technologies, Fuchs, P., Moreau, G., and Guitton, P. (eds). CRC Press, Boca Raton, Florida.

      Ganier, F., Hoareau, C., and Devillers, F. (2013). Evaluation des performances et de la charge de travail induits par l’apprentissage de procédures de maintenance en environnement virtuel. Le travail humain, 76(4), 335–363.

      Gomes De Sá, A. and Zachmann, G. (1999). Virtual reality as a tool for verification of assembly and maintenance processes. Computers and Graphics, 23(3), 389–403.

      Gosselin, F. and Andriot, C. (2006). Les dispositifs matériels des interfaces à retour d’effort. In Le traité de la réalité virtuelle, Fuchs, P. and Moreau, G. (eds). Les Presses de l’École des Mines de Paris, Paris.

      Guo, X. and Yang, G. (2013). Animating prairies simulation with shell method in real-time. Journal of Software, 8(12), 3166–3172.

      Hamid, N.S.S., Aziz, F.A., and Azizi, A. (2014). Virtual reality applications in manufacturing system. Proceedings of 2014 Science and Information Conference, 1034–1037.

      Helbig, C. (2014). Concept and workflow for 3D visualization of atmospheric data in a virtual reality environment for analytical approaches. Environmental Earth Sciences, 72(10), 3767–3780.

      Hsu, S.Y. (2017). Three-dimensional, virtual reality vestibular rehabilitation for chronic imbalance problem caused by Ménière’s disease: A pilot study. Disability and Rehabilitation, 39(16), 1601–1606.

      Jayaramn, S., Connacher, H., and Lyons, K.W. (1997). Virtual reality assembly using virtual reality techniques. Computer-aided Design, 29(8), 575–584.

      Khan, M.W. (2014). Laparoscopic skills maintenance: A randomized trial of virtual reality and box trainer simulators. Journal of Surgical Education, 71(1), 79–84.

      Lamb, R. (2018). Comparison of virtual reality and hands on activities in science education via functional near infrared spectroscopy. Computers and Education, 124, 14–26.

      Langley, A. (2016). Establishing the usability of a virtual training system for assembly operations within the automotive industry. Human Factors and Ergonomics in Manufacturing and Service Industries, 26(6), 667–679.

      Maffei, L. (2015). On the validity of immersive virtual reality as a tool for multisensory evaluation of urban spaces. Energy Procedia, 78, 471–476.

      Makransky, G., Terkildsen, T.S., and Mayer, R.E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225–236.

      Marasco, A. (2018). Exploring the role of next-generation virtual technologies in destination marketing. Journal of Destination Marketing and Management, 9, 138–148.

      Merchant, Z. (2012). The learner characteristics, features of desktop 3D virtual reality