BACKGROUND: The renewed advent of Artificial Intelligence (AI) is inducing profound changes in the classic categories of technology professions and is creating the need for new specific skills. OBJECTIVE: Identify the gaps in terms of skills between academic training on AI in French engineering and Business Schools, and the requirements of the labour market. METHOD: Extraction of AI training contents from the schools' websites and scraping of a job advertisements' website. Then, analysis based on a text mining approach with a Python code for Natural Language Processing. RESULTS: Categorization of occupations related to AI. Characterization of three classes of skills for the AI market: Technical, Soft and Interdisciplinary. Skills' gaps concern some professional certifications and the mastery of specific tools, research abilities, and awareness of ethical and regulatory dimensions of AI. CONCLUSIONS: A deep analysis using algorithms for Natural Language Processing. Results that provide a better understanding of the AI capability components at the individual and the organizational levels. A study that can help shape educational programs to respond to the AI market requirements.
Smart Cities are currently a hot topic in the Information System (IS) consulting field. IS consultant should use business cases to evaluate and identify conceptual and technological solutions. However, these approaches are often difficult to understand by the learners. The use of Serious Games (SG) has emerged as an interesting strategy to promote experiential learning in several domains. But few studies have evaluated game based educational methods in the IS consulting field. This paper presents a feedback on the SG Cityone use in the IS consulting teaching for a smart city use case. This experiment was conducted within the course: "Information System consulting" proposed to Master II students. The evaluation of Cityone was carried out according to the enjoyment and learning dimensions. The main results showed that the game is a good complementary approach to be integrated in the IS consulting learning.
Cette etude de cas compose le premier volet d'un triptyque de cas destines a initier les apprenants au metier de consultant en Systemes d'Informations via l'usage d'un Serious Game. Actuellement, le concept connu sous l'appellation de Smart city ou intelligente prend de plus en plus d'ampleur. Il designe une ville utilisant la technologie de l'information et de communication (TIC) pour ameliorer la qualite des services urbains ou encore reduire ses couts. Ce cas permet ainsi de faire le lien entre les exigences metier et leurs concretisations informatiques et apporte une expertise organisationnelle et technologique. Lors d'une activite d'apprentissage ludique et experientielle, l'apprenant aura pour challenge d'ameliorer la situation urbaine en atteignant des objectifs non seulement financiers, mais impliquant aussi la satisfaction-client et le respect de l'environnement, le tout avec un budget limite.
The ability to share EHRu0027s (Electronic Health Record) underlying knowledge both internally and externally within healthcare organizations has been accepted as a method to improve the quality and delivery of care, but has also raised important questions related to legal and privacy issues. This paper aims to explore the critical factors that impact knowledge sharing in the French healthcare sector. A qualitative exploratory design was used to study EHRs underlying Knowledge sharing in French hospitals. This paper proposes a conceptual model to explain the factors that impact knowledge sharing in the French healthcare hospitals.
Data Modeling (DM) is an important area in the Information System (IS) learning. In particular, in the IS analysis phase business analysts need to provide a comprehensive notation to avoid misunderstanding between software engineers and customer. Teaching DM is a challenging task, mainly because it lays great emphasis on theory. It remains often abstract, not consensual and complex to implement in real setting. In order to better motivate learners, this paper aims to assess the integration of Serious Games (SGs) in the DM learning. Previous researches on learning with SGs has mainly been focused on other areas of the IS domain, such as Business Process Management (BPM). In an attempt to fill this gap, this paper presents an exploratory experiment on the usage of the SG innov8, carried out within a business school's master students. This SG initially designed for learning BPM, has been the subject of a gamification experiment in order to design a data model. The feedback from the students and teachers were quite positive.
Business processes play a major role in the Information System (IS) domain. Business Process Management (BPM) approaches offer languages, methods and tools for modeling, execution and optimizing business processes. However, these approaches are often difficult to understand by the learners. In particular, the modeling phase often remains abstract, not consensual and complex to implement in real settings. In order ato better motivate BPM learners, several BPM's Serious Games (SG) has been developed in recent years. But few studies have evaluated game based educational methods for the BPM learning. This paper presents a feedback on the SG INNOV8 use in BPM teaching. INNOV8's evaluation was conducted within the course: "Information System Design," proposed to Master students. The feedback from the students and teachers were quite positive. Nevertheless, the study shows a low potential of the game for novice students in this field.
The Business process concept plays a major role in the Information System (IS) domain. Business Process Management (BPM) approaches offer languages, methods and tools for modeling, execution and optimizing business processes. However, these approaches are often difficult to understand by the learners. In particular, the modeling phase often remains abstract, not consensual and complex to implement in real settings. In order to better motivate BPM learners, several BPM's Serious Games (SG) has been developed in recent years. But few studies have evaluated game based educational methods for the BPM learning. This paper presents a feedback on the SG INNOV8 use in BPM teaching. INNOV8's evaluation was conducted within the course: Modeling and optimization of business processes, proposed to Master students. The feedback from the students and teachers were quite positive. Nevertheless, the study shows a low potential of the game for novice students in this field.
Dans un contexte marque par une rupture entre la culture numerique des jeunes et la culture universitaire, les pedagogies basees sur l'usage de Serious Games (SG) se sont largement developpees. Les SG sont, en effet, susceptibles de solliciter la motivation des etudiants et de leur permettre de developper des connaissances dans le cadre de situations d'apprentissage complexes. Plusieurs grandes ecoles se sont lancees dans l'experimentation de ces nouveaux dispositifs d'apprentissage, mais peu de travaux ont evalue les SG et leurs applications potentielles dans l'enseignement des systemes d'information (SI). Cet article, presente un retour d'experience sur l'experimentation d'un SG utilise en enseignement des SI : INNOV8. Ce jeu est utilise pour l'apprentissage du management des processus metiers, une thematique centrale dans l'enseignement des SI. Une evaluation de l'usage de ce jeu a ete realisee dans le cadre du cours : modelisation et optimisation de processus metiers , propose en troisieme annee d'une ecole de management. Les retours d'experiences des etudiants et des enseignants sont assez positifs. Neanmoins, l'etude montre un faible potentiel du jeu pour les etudiants novices dans ce domaine.
The evolution of information technologies is having an impact on the security practices needed to face new threats. The role and the function of the ISSO today are being adapted to meet the needs of companies. The object of our research is to analyze the daily tasks of the ISSO and to determine what the new organizational and technical skills necessary are. This document reports on the answers provided in a survey carried out by CLUSIS [1] and l’Universite de Geneve in October 2009, and is completed by a French study carried out in 2011. [1] Swiss Association for the Security of Information Systems (Association Suisse de la securite des systemes d’information)
This article analyses the threats which Information and Communications Technologies currently pose to individual liberties.Indeed, the information which is collected on individuals is becoming more and more complex: via RFID chips inserted into different cards (including transport, bank and customer loyalty cards), via visits to internet sites, over surveillance cameras posted in various places (work and public spaces), each of us is leaving « traces » which make up just as much collected data, most often treated and transmitted without our knowledge, and integrated into files, the mastery of which eludes us.We wished to carry out a study in order to evaluate the use of information and communications technologies and the awareness of users to the inherent risks.We also sought to determine if there exists a significant gap between the awareness of a threat and the safety measures associated in order to reduce the vulnerability of a system.
L'entreprise du XXIeme siecle tente regulierement d'ameliorer ses performances, par une reconfiguration de ses processus. Les processus, rationalises au maximum, imposent aux acteurs une presence permanente. L'objet de cette reflexion est d'evaluer l'impact des technologies mobiles sur la strategie de l'entreprise. Il s'agira d'analyser la realite des pratiques nomades et d'en mesurer leur contribution dans les processus entrepreneuriaux. L'analyse d'une enquete menee en 2008 aupres d'un echantillon de 37 grandes entreprises sera presentee.
Electronic commerce (EC) is a combination of practices, strategies, processes, applications and technologies, enabling business transactions. This paper focuses on software and technologies for EC. In the first part, the different categories of applications for EC are reviewed. A fully integrated solution does not seem to be the major trend. However the "best of breed" approach implies an integration problem. The second part of the paper includes modeling languages and EC applications core technologies. The UML appears to be used at different levels in the development Of all EC solution. Web technologies are continually evolving: XML could be the language of the,future for information exchanges between heterogeneous applications. The third part deals with component and application integration. In spite of converging standards for languages as well as for models, system interoperability is a major problem, when informations are to be shared and processes to be jointed. Two major trends can be identified : Web services and EDI approaches.
Un système de commerce électronique est une combinaison de pratiques, stratégies, processus, applications et technologies, nécessaires pour effectuer des transactions d’affaires. Cet article est centré sur les outils logiciels et les technologies. La première partie présente les différentes familles de solutions applicatives: le marché semble abandonner l’idée du produit intégré couvrant toutes les fonctionnalités du commerce électronique, ce qui pose le problème de l’intégration. La seconde partie est consacrée à la modélisation des solutions et les technologies au cœur des applications de commerce électronique. L’utilisation d’uml couvre différents niveaux dans la construction d’un système de commerce électronique. Les technologies Web sont en constante évolution:XML apparaît notamment comme le langage d’avenir pour l’échange d’informations entre applications informatiques hétérogènes. La troisième partie traite de l’intégration des composants et applications. Malgré la convergence autour de normes sur les langages et les modèles, l’interopérabilité des systèmes reste une question essentielle pour échanger des informations et partager des processus. Deux courants émergent: les services Web et les approchesEDI.