WorldCat Identities

Pallot, Marc

Works: 11 works in 24 publications in 2 languages and 240 library holdings
Genres: Conference papers and proceedings  Academic theses 
Roles: Author, Editor, Opponent, Thesis advisor
Publication Timeline
Most widely held works by Marc Pallot
Concurrent enterprising : toward the concurrent enterprise in the era of the internet and electronic commerce by Marc Pallot( Book )

8 editions published in 1998 in English and held by 120 WorldCat member libraries worldwide

Concurrent Enterprising : Toward the Concurrent Enterprise in the Era of the Internet and Electronic Commerce by Marc Pallot( )

4 editions published in 1998 in English and held by 89 WorldCat member libraries worldwide

Concurrent Enterprising: Toward the Concurrent Enterprise in the Era of the Internet and Electronic Commerce presents the concurrent enterprise business model and concurrent enterprising approach, which is emerging as a crucial challenge for organizations in all geographical locations and economic sectors. To achieve this goal, this book deals with the main aspects of the merging context in which enterprises are doing business. This context is characterized by the fastest-spread information and communication technologies (ICT) that constitute the new infrastructure of the global marketplace. This book discusses a set of the most advanced enterprise paradigms created during the 1980s and 1990s, most of them supported by advanced research programs, especially in the worldwide manufacturing industry. The book discusses differences between these enterprise paradigms and presents Internet-related technologies as a main driver toward a new business model. It then examines less theoretical questions - among them, how to implement this new business model and how companies can move to the concurrent enterprise paradigm in creating a concurrent business environment. And it introduces a methodology for enterprises willing to maintain or even improve their competitiveness in the global marketplace. The book has eight chapters. The first two concentrate on the advanced enterprise paradigms, and their advantages and limits for maintaining or improving competitiveness in the global marketplace. Chapter 3 studies, separately, the virtual enterprise and related approaches. Chapter 4 studies another fundamental ingredient of the new business model - concurrent engineering (CE). Chapter 5 summarizes these preceding approaches and establishes a foundation for building a concurrent enterprise. Chapter 6 presents specific business cases illustrating the advantages and limits of virtual enterprise applications and introduces electronic commerce and electronic documents. Chapter 7 presents concurrent enterprise as a new business model, and Chapter 8 synthesizes the concurrent enterprising process. Concurrent Enterprising: Toward the Concurrent Enterprise in the Era of the Internet and Electronic Commerce is a reference and a user's guide designed for business managers, IT managers, engineers, researchers, scientists, and other individuals interested in learning how to use a sustainable business model driven by the Internet and electronic commerce
ICE2007 : the 13th International Conference on Concurrent Enterprising : concurrent innovation : an emerging paradigm for collaboration & competitiveness in the extended enterprise : Sophia-Antipolis, France 4-6 June 2007 by International Conference on Concurrent Enterprising( )

3 editions published between 2004 and 2007 in English and held by 22 WorldCat member libraries worldwide

Collaborative distance : investigating issues related to distance factors affecting collaboration performance by Marc Pallot( )

2 editions published in 2011 in English and held by 2 WorldCat member libraries worldwide

Both organisations and individuals are using more collaborative work, across geographic, disciplinary and organisational boundaries, leading to increased demand for Information and Communication Technologies (ICT) to support a more effective and efficient distributed collaboration. This thesis presents an empirical study exploring various aspects related to collaborative distance in the context of innovation projects. It focuses on the investigation of issues related to distance factors that affect collaboration effectiveness and efficiency. A total of 14 focus group interviews, undertaken with 75 participants in a comparative study of 14 project cases, revealed sufficient evidence on distance factors in the context of mixed (face-to-face and online or virtual) collocation modes. The results confirmed the positive role of collaboration technology for compressing geographical and temporal types of distance; other distance types were also bridged, however, other distance types were created. This empirical study aims to enlarge the academic understanding of distance factors by disambiguating their description and deciphering their role in the collaboration process, and clarifying the reasons for the use and improvement of collaboration technology for overcoming collaborative distances. It also confirms that distance factors raise collaboration barriers, and reveals that they disturb the collaboration mechanics by hindering knowledge workers' capacity to reach a mutual understanding. Such findings have deep implications for the future enhancement of collaboration technology to fill the current gaps in distributed collaboration, also called e-Collaboration
Investigation de l'impact de l'interaction sociale vocale sur l'expérience utilisateur dans les environnements 3D temps-réel immersif by Rémy Eynard( )

1 edition published in 2016 in French and held by 1 WorldCat member library worldwide

User experience has recently become a central issue regarding to the design of products or services. With the democratization of Virtual Reality (VR), more and more economic actors start to being aware of the potential of VR in their respective sectors.In this increasingly dynamic context, user experience (UX) allows the anticipation of users' and designers' expectations in order to offer the most satisfying experience as possible. In addition, through the anticipation of user experience, we are able to predict more precisely the adoption level of a technological solution by future users. We have understood today that the only technological dimension is no longer enough to ensure the success of a hardware and/or software product. However, this must fit to the use that user will have of it, and more, it must provide a unique experience, through sensations, perceptions, emotions and thinking, inducing the highest satisfaction possible.A consensus has been established since a long time about the fact that play, create, learn together are more effective and fun than a lonely activity. Share and communicate is a primary need, it is through social interactions with our peers that we are able to fulfill many of our needs, from the most pragmatic to the most ethereal. We have, through the empirical study conducted as part of this thesis, brought a better understanding of the impact of social interactions (vocal mode) on the user experience process in a 3D-IVE (3D Immersive Virtual Environment). Through a literature review based on existing studies of the impact of social interaction on virtual presence (feeling of being there) or on users' engagement (flow), we propose a more holistic view of this impact by a study focused on the overall user experience.With this aim, we have conducted three experiments immersing pairs of users in a 3D-IVE. By the division of participants into two samples, one being able to vocally communicate, the other not being so, we were able to compare quantitative and qualitative data to highlight the impact of social interactions (voice) on the user experience. Obtained quantitative results have confirmed our assumptions regarding the beneficial impact of social interaction (voice) on user performance. Surprisingly, we also observed that the perceived virtual presence tended to be higher when participants that were not able to communicate vocally, relied on the natural phenomenon of “translucence”. However, we had to balance these results, given to focus groups that have arisen differences regarding to the apprehension of performances, virtual and social presence. This triangulation between objective quantitative, subjective quantitative and qualitative data has confirmed the variable nature of the UX (depending on the user and time) and the strong influence of the nature of the activity of the experimentation.Our studies have validated the ability of simple immersive environments (Minecraft game software) to generate a high level of virtual presence and engagement, and in general, a high level of satisfaction among users. We also provide an insight into methods to be used in this type of context regarding to the design of tasks. Indeed, the same task presented differently can induce a quite dissimilar experience. Despite the difficulty to generalize a result due to the highly variable nature of user experience, we believe that our work will contribute to a greater understanding of the impact of vocal social interactions on UX in 3D-IVEs
Intégration du point de vue de l'usager et du citoyen dans le processus d'innovation : le cas du déploiement d'un dispositif de mobilité électrique dans le Sillon Lorrain by Julien Hubert( )

1 edition published in 2017 in French and held by 1 WorldCat member library worldwide

Les politiques de réduction de production de CO2 dans les transports et les progrès techniques, comme l'augmentation des capacités des batteries des voitures électriques, ont ouvert de nouvelles perspectives pour la voiture électrique. De plus, les institutions publiques et groupes privés se sont engagés pour inciter et accompagner du déploiement de la voiture électrique. Malgré ce contexte propice, celui-ci peine à dépasser la barre de 1,07% de part de marché des véhicules légers en France. Cette thèse prend le parti d'étudier le sujet du déploiement de la voiture électrique par les entrées « Usage» et « Innovation ». Autrement dit, comment le processus de la construction de l'usage peut-il dialoguer avec le processus d'innovation ? Après avoir éclairé le contexte de l'usager de la voiture par une représentation de son écosystème, nous proposons une méthodologie (RUI) qui sera en capacité de capter, capitaliser et évaluer les trois connaissances (les Représentations (R) -avant usage-, les Utilisations (U) -pendant usage- et les Instrumentalisations (I) -usage sur le long terme-) constitutives de la construction de l'usage chez un individu. L'analyse de ces connaissances permettra de préciser les freins et leviers à l'émergence de la voiture électrique et les conditions dans lesquelles ils agissent. Elle permettra aussi d'identifier les acteurs concernés par les blocages à l'usage de la voiture électrique. Ainsi, nous proposons les éléments constitutifs à l'élaboration de scénarios du déploiement de la voiture électrique sur le territoire du Sillon Lorrain
Proposition d'un modèle de la phase amont de l'innovation pour permettre à une entreprise industrielle mature de créer des innovations radicales by Adrien Lecossier( )

1 edition published in 2018 in French and held by 1 WorldCat member library worldwide

À mesure que les entreprises grandissent, elles deviennent moins flexibles. Leurs processus réglés permettent le développement de produits de haute qualité basés sur les produits existants. En contrepartie, ces processus limitent l'introduction de nouveauté et limitent donc le potentiel d'innovations radicales. Par définition, une innovation radicale introduit une évolution majeure dans un système existant ou remet en cause les codes qui y sont établis. Mais, la culture des processus réglés au cœur des entreprises matures limite cette possibilité. Pourtant, dans un contexte d'innovation radicale, les entreprises doivent avoir la possibilité de rechercher, expérimenter et sélectionner de nouvelles idées parallèlement aux processus standards, et de les mettre en œuvre dans des conditions très différentes. Notre étude de cas se déroule dans le cadre d'une entreprise mature dont l'activité est régie par des processus réglés. Centenaire, notre entreprise pilote veut relever deux grands défis pour assurer sa prospérité : répondre aux enjeux économiques et aux enjeux sociaux. Les enjeux économiques de la société consistent à développer des innovations radicales afin d'assurer sa pérennité et son développement. Les enjeux sociaux consistent à utiliser des méthodes de travail modernes pour satisfaire les salariés, en attirer de nouveaux et permettre la valorisation de la totalité de leurs compétences. Notre étude de la littérature nous a conduit à proposer un nouveau modèle : le modèle UX-FFE (User eXperience Fuzzy Front Ends). Mis en œuvre dans notre entreprise pilote, il propose une réponse à cet objectif central. En effet, il associe les approches User eXperience (UX) et Fuzzy Front-End (FFE) pour prendre en compte, d'une part, l'aspect social en s'intéressant à l'expérience que vivent les salariés qui innovent et, d'autre part, l'aspect économique en s'assurant que ce modèle permet de créer et valider des concepts d'innovation radicale
ICE'2007 : proceedings of the international conference on concurrent enterprising : concurrent innovation : an emerging paradigm for collaboration & competitiveness in the extended enterprise, held 4-6 th June 2007, Sophia-Antipolis, France by France) International conference on concurrent enterprising : concurrent innovation : an emerging paradigm for collaboration & competitiveness in the extended enterprise (13th : 2007 : Sophia-Antipolis( Book )

1 edition published in 2007 in English and held by 1 WorldCat member library worldwide

The future workspace : mobile and collaborative working perspectives( Book )

1 edition published in 2006 in English and held by 1 WorldCat member library worldwide

This book presents key results of the MOSAIC project (FP6-2003-IST-2, March 2004 - October 2005)
Réalité évoquée, des rêves aux simulations : un cadre conceptuel de la réalité au regard de la présence by Jayesh s Pillai( )

1 edition published in 2013 in French and held by 1 WorldCat member library worldwide

In this research, we introduce the concept of "Evoked Reality" in an attempt to bring together various ideas on presence and reality onto a common platform. The concept we propose and illustrate is in fact an 'illusion of reality' (Evoked Realty) that simply evokes a 'sense of presence' (Evoked Presence) in our minds. We clearly define and differentiate between a Media-Evoked and a Self-Evoked Reality. That helped us introduce the Three Pole Reality Model that redefines the classical Two Pole Reality Model. We also present a graphical model called Reality-Presence Map, which would help us locate and analyse every possible cognitive experience relating to presence and reality. We also explore the qualia and subjectivity of our experiences of Evoked Reality. Two experiments were conducted, one in the area of Media-Evoked Reality and one in Self-Evoked Reality. The experiments in fact lead to fruitful conclusions regarding our hypotheses and help us understand what could be further empirically studied. Ultimately, we illustrate different implications and shed light on prospective applications and uses of our concept, especially in the area of research on presence. In addition, we strongly suggest that we must open up presence research beyond the domain of virtual reality and communication media, and examine it from a broader perspective of cognitive science. We strongly believe that this concept of Evoked Reality and the proposed model may have significant applications in the study of presence, and in exploring the possibilities beyond virtual reality
Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service by Abdul-Rahman Abdel-Razek( )

1 edition published in 2020 in English and held by 1 WorldCat member library worldwide

Nowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists
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Concurrent enterprising : toward the concurrent enterprise in the era of the internet and electronic commerce
English (20)

French (4)