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Fourth Industrial Revolution

  • Fourth Industrial Revolution

Social and Behavioural transformations of the Fourth Industrial Revolution

Effects of technological transformations (such as automation, robotization and digitalisation) on employment, workers’ wellbeing and social inclusion.
Human robot collaboration and Human Factors’ strategies applied to the development of a human-centered interaction with robots.
Public engagement and user acceptance regarding the use of disruptive technologies in public services and in such services as education, health and mobility.
Development and evaluation of human-machine interaction strategies for new technologies based on human senses (e.g. visual, haptic, sound) and strategies to enhance immersive, accessible, personalised user experiences of new technologies.
Social and citizen-driven innovation, stakeholder analysis and participative approach and strategies to enhance trust and social acceptance in new technologies’ end users.

Leadership and Teamwork Training

In high-risk organizations, there are some operations that need to be performed in groups. Factors important to carry out safety critical operations in teams are effective communication, shared situation awareness, monitoring performance, and backing-up team members, among others. Leadership is a key variable in this equation. Our research interests concern both teams and team leaders, studying ways to boost team performance, reducing errors and adverse outcomes.

Stress Management and Prevention

Stress not only is hazardous at an individual level that can lead into health problems, but it also constitutes a threat to organizational safety outcomes. Moreover, interventions can target current symptoms of it, as well as prevention. We study the solutions that organizations needs to deal with stress at all levels, from changes of the macro-environment, to skills training.

Human Factors and VR/AR

Virtual Reality (VR) and Augmented Reality (AR) can be used to test people's interaction with different technological design concepts. This way, potential end users are able to experience and form an attitude about the different designs before they are really implemented. We can use VR and AR to test user acceptance and other attitudes regarding the technologies experienced through VR and AR.
Moreover, we can use VR and AR to deliver trainings that would be too dangerous in real environments or that would require unavailable resources.