Featured Publications
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Communication & langages n°168 – Juin 2011
ExpĂ©rimentation technique et crĂ©ation: l’implication des utilisateurs dans l’invention des mĂ©dias
Annie GentĂšs, Camille Jutant
>>Article C&L 168 GENTES & JUTANT
Abstract: Lâarticle interroge la façon dont les sciences sociales sont sollicitĂ©es au moment de lâinvention des technologies de lâinformation et de la communication (TIC), notamment au moment des expĂ©rimentations. En partant de lâanalyse des tests couramment effectuĂ©s dans les projets de recherche en TIC, les auteures reviennent sur la notion de breaching experiment exportĂ©e du champde lâethnomĂ©thodologie dans le champ de la recherche en ingĂ©nierie. Elles analysent la situation de communication particuliĂšre quâengagent ces tests, et proposent des formes dâĂ©valuation qui permettent de requalifier les enjeux et les pratiques de ces tests. Le concept de « performance » issu de cette analyse comparative rend compte de la complexitĂ© de cette situation ancrĂ©e dans un corps pensif. Les gestes permettent de redĂ©finir lâobjet technique, le contexte, et le rapport qui se construit Ă lâensemble. Ils sont aussi la base pour un dĂ©bat sur la technologie.
Mots clĂ©s : invention technique, test, breaching experiment, performance, Ă©valuation recrĂ©atrice, technologies de lâinformation et de la communication, gestes signifiants, interprĂ©tation
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New Review of Hypermedia and Multimedia, Taylor & Francis ed. – Juin 2011
The games mechanics of pervasive applications: visiting the uncanny
Annie GentĂšs, Camille Jutant
>> Games mechanics of pervasive applications
Abstract: In pervasive games, a virtual layer with its own logic is added to the everyday, common meaning of objects, places, and people. The departure of the signifier (ââthingsââ) from the signified (what they mean on the virtual level) is the semiotic process that allows for a double reading of the environment. Such a divorce has been explored in other cultural products (books, movies). It has been qualified as the ââuncanny modeââ. This article analyzes how pervasive games use their own brand of uncanny. In particular, it shows how mobility becomes the way to uncover the hidden layers of the environment and serves as a tool to experience and eventually reduce or augment the uncanny. Finally, we can point to a typology of four main types of storytelling related to different types of mobility: games that use mimetic narrative strategies veering towards âârealismââ; games based on the ââabsurdââ; ââaloofââ games that remain independent from places; games that present a specific play on this double reading of the world and develop the ââUncannyââ as a genre.
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Ubimedia-Bells Labs Application Research
Researching Application Research: my Stay with the Application Research Department in Alcatel Lucent Bell Labs
âIt is the framework which changes with each new technology and not just the picture within the frameâ. Marshall McLuhan
âApplicationâ research is one the trickiest fields as it relies on technologies that are to be identified, analyzed, not only for what they have been doing so far but also for their potential in terms of use and aesthetics. Application research must also look at people’s practices, social and cultural environments, learning desires and processes, working patterns and essential pleasure . Eventually, the application bridges the gap between people engaged in an activities but also making sense of the world and experiencing it and information and communication technologies that challenge perceptions, representations, relations.
Work in progress: two papers with Bruno Aïdan, Paul LabrogÚre, Fredérique Pain, Natalie Ebenreuter (and the help of many others)
- The Evolution of networks: architecture, data, visualisation, social networks
- Computer mediated conversations and the challenges for Interaction Design
Featured Projects
This project refers to the creation of a digital platform and mobile applications around the theme of the âmemoryâ in Paris, its conurbation and its suburbs. Ătude prĂ©liminaire aux conditions de rĂ©alisation d’une plateforme multimĂ©dia « MĂ©moires mĂ©tropolitaines » consacrĂ©e au patrimoine culturel et mĂ©moriel de la mĂ©tropole parisienne. Introduction Le projet se situe dans une dynamique de renforcement du fait mĂ©tropolitain. Prenant acte de lâintĂ©rĂȘt croissant du grand public pour le patrimoine et les questions mĂ©morielles, ce document prĂ©conise la construction dâune plateforme collaborative qui rende compte de la richesse « des hommes et des territoires ». En mettant en valeur – et en rĂ©seau – la diversitĂ© sociologique, gĂ©ographique et culturelle de la mĂ©tropole, une plateforme multimĂ©dia collaborative pourrait ĂȘtre un des Ă©lĂ©ments fondateurs de lâentitĂ© mĂ©tropolitaine en quĂȘte dâidentitĂ©. Le contexte social et politique est favorable Ă ce type dâinitiative avec : IntĂ©rĂȘt croissant des publics pour le patrimoine et [...]
Context: e-learning again? The emergence of the Internet has opened up many opportunities for distance learning. Hundreds of initiatives have been launched either by institutions involved in formal learning or by organizations interested by unformal learning These platforms either complete face to face classes or operate in total autonomy. Introducing such a platform in a learning situation fundamentally changes the relationship trainer / learner but also the practice of learning related to time and space, the dynamics of ownership and legitimacy of knowledge. From asynchrone to synchrone learning: creating a sense of togetherness Until then, most platforms operated asynchronously. Here, we analyze the development of a dedicated virtual classroom, that is to say, synchronous services that try to recreate the fundamentals of a classroom atmosphere. In particular we work on such stakes as: the importance of collective communication in real time, tools for collaboration, creating a sense of presence. [...]
L’exposition rĂ©trospective « Claude Monet – 1840 – 1926″ a ouvert ses portes aux galeries nationales du grand palais depuis le 22 septembre 2010. Cette manifestation est co-produite par la RĂ©union des MusĂ©es Nationaux et le MusĂ©e dâOrsay. Le Conseil pour la CrĂ©ation Artistique (CCA) a sollicitĂ© le dĂ©partement audiovisuel/multimĂ©dia de la RĂ©union des MusĂ©es Nationaux pour imaginer une crĂ©ation multimĂ©dia innovante autour de la rĂ©trospective Monet. Les agences de design multimĂ©dia Faber Novel et « Les84 » ont Ă©tĂ© retenus pour mettre en place plusieurs dispositifs de mĂ©diation innovants. Le site de l’exposition, par exemple, http://www.monet2010.com, offre plusieurs modalitĂ©s de rencontre avec les Ćuvres de Claude Monet: une galerie des Ćuvres prĂ©sentĂ©es dans l’exposition et accessibles Ă partir de diffĂ©rents types de requĂȘtes; mais aussi un parcours interactif et ludique autour dâune sĂ©lection dâĆuvres de l’artiste. A cette occasion, nous avons Ă©tĂ© sollicitĂ© pour construire une mĂ©thodologie de travail pour [...]
A research project with ZINC/Friche Belle de Mai (Marseille), Seconde Nature (Aix-en-Provence), Ecole SupĂ©rieure dâArt dâAix-en-Provence, Digital Deluxe, FING and Telecom Paris-Tech. Inspired by the CityWall of Helsinki Institute for Information Technology, the CityWall is a social and poetic experiment taking place in Marseille and Aix-en-Provence. The research project addresses the issue of augmented cities through interactive, public and connected âmonumentsâ. The Citywall experiment includes two walls connecting the Alcazar, multimedia center in Marseille and the âCity of Booksâ (La CitĂ© du Livre) in Aix-en-Provence. It is a first prototype, which will later be built on a larger scale with different forms. This project is financed by the PACA Region (Provence, Alpes, CĂŽte dâAzur). It brings together a wide range of collaborators: interaction designers, cultural mediators, information and communication researchers, artists who work on its production, creation and analysis. The two CityWalls are large multitouch multi users screens. The public [...]

